OpenGL video driver comes to mind.
Anything in the spec that facilitates this across platforms?

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, February 22, 2012 1:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats


Thanks, Bob.

I've used gDEBugger for this before, but for this case, I need to get it 
into the OSG Stats proper.  The capability isn't there yet, so I'm 
looking into adding it.  I'm trying to gauge how feasible it would be to 
add this feature without adversely affecting performance.

The current frame Stats don't seem too heavy, but they're mainly taking 
measurements before and after the frame, not counting events that happen 
during the frame.

--"J"


On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote:
> gDEBugger has the ability to view OpenGL Call history.
> Can't speak on the performance hit.
> But, sounds like you need it in the app itself.
> I don't know of an internal mechanism.
> However, should be able to easily CASE a thin inlined OpenGL layer with 
> metrics embedded.
>
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
> Sent: Wednesday, February 22, 2012 11:35 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Counting OpenGL Draw calls in Stats
>
>
> Hi, all,
>
> I'm interested in determining how many OpenGL draw calls are made during
> the rendering of a frame (counting and storing them as a Stats
> variable).  I'm sure this is possible, but I wonder if it would be
> feasible to do without significantly affecting performance.
>
> Anyone have any thoughts?
>
> --"J"
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