Hi Cary,
I usually use
the combination DEEP_COPY_NODES | DEEP_COPY_CALLBACKS.
It works in my use case, where I need to instance dynamic objects (such
as cars) which need to keep their individual DoF, Switches and Animations.
I intentionally left out the flatten-static transform optimizations, but
It might work if you visit your models transforms before optimizing and
tag them as Dynamic. As far as I remember, nodes tagged DYNAMIC wont be
touched by the Optimizer.
Regarding the vertices: With the options above the arrays will be shared
I guess, which is exactly what I want, since I only want to duplicate
the "structure" but not the geometry. If you clone the arrays each
instance will have its own geometry, which might have a big impact on
performance.
cheers
Sebastian
As our simulation runs we can add and remove models and many times the
same model repeatedly. We only load the physical model once and then
clone it for each instance we need. Each model can contain matrix
transforms, switches, LODs, and update callbacks that all need to be
unique. I am trying to limit how much we are actually cloning now
since we don't necessarily have all of these things in every model.
For example if we have a light pole that is use 100 times, we don't
even need to clone, we can just add the child directly to the scene
under different matrix transforms. The problem is in understanding
when I actually need to clone and what type of options I need.
I know I need to use the DEEP_COPY_ARRAYS when I need the actual
vertices to be different, which does happen sometimes when I add a
matrix that gets flattened on to the model. However, for switches,
dynamic matrixTransforms, LODS, and callbacks, when do I use the
different options? So far I have only gotten everything to work for
those when I do a DEEP_COPY_NODES. Do I really need this, or would
some subset of other options work?
I guess my main question is when are each of the various DEEP_COPY_
options needed?
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