So I added a nodevisitor to traverse my scene like so:
class checkFastPath : public osg::NodeVisitor {
public:
checkFastPath() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
virtual void apply(osg::Geode &geode) {
for(unsigned int i=0;i<geode.getNumDrawables();++i) {
osg::Geometry *geometry =
geode.getDrawable(i)->asGeometry();
if (geometry) {
std::string name = geometry->getName();
if (!geometry->areFastPathsUsed())
std::cout << name << " is not using fast path\n";
}
}
}
checkFastPath fptest;
getSceneData()->accept(fptest);
Nothing comes up. I did have an else on this test
(!geometry->areFastPathsUsed()) to make sure that I was hitting the
conditional. I did the same test before quitting and nothing comes up,
neither after initialization nor at the end.
Any ideas? Are there any other roads to the short path?
On Wed, 1 Dec 2010, Keith Parkins wrote:
Hi,
My app is currently rendering via the slow path. I've checked for
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either.
Dose anyone know of other things I should be looking for? I am walking
through the rendering stage to see if I can figure out what is getting set
that is putting me on the slow track, but I don't have endless amounts of
time to do this. If anyone has any understanding of this, I would be most
appreciative if you could point me in the right direction.
If you need more information, check my post "FBO problem?"
Thanks!
Keith
PS: Thanks a lot for the help, Jason.
On Tue, 30 Nov 2010, Jason Daly wrote:
On 11/30/2010 08:09 PM, Keith Parkins wrote:
I am using geo->setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be
setting
these to BIND_OFF or is it just BIND_PER_PRIMITIVE?
No, BIND_PER_PRIMITIVE is the "bad" binding. All of the others are
fine. If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes,
I'm not sure why you'd be falling off the fast path. There may be other
reasons for it, but I can't think of them...
--"J"
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