Hi Robert, I did a couple of builds one for MacOSX 10.10 and for android gles1. For macosx everything worked so far but for android I'm getting this error using the toolchain:
osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration 'typedef GLfloat GLdouble' I suspect this is the same problem others has spotted. I think you suggested to do a better identification in cmake, or maybe just check if the symbol already exists in that header. I'll try to provide a fix later today. Regards, Rafa. El lun., 8 jun. 2015 a las 20:01, Robert Osfield (<[email protected]>) escribió: > Hi Jannik, > > A quick reply as I am replying on my phone. My intention was to introduce > the same technique as osg::Node::asTransform() to avoid the dynamic cast, > but only do this if there was a noticeable performance regression. > > The 20% regression you've seen could qualify. Is this with a release build? > > As general note, I suspect you are over using callbacks. > > Robert > On 8 Jun 2015 17:16, "Jannik Heller" <[email protected]> wrote: > >> Hi Robert, >> >> I tried my application using the latest trunk and didn't notice any >> functional regressions. >> >> However, I did notice a performance decrease in the Update phase of about >> 20%, compared to OSG 3.2.0. This had me a bit concerned, so I digged >> through the changes and found commit >> https://github.com/openscenegraph/osg/commit/e967420323bb6e500425144cb305cf8060c1c515 >> . >> Since that commit, we now get *four* dynamic_cast's per frame and >> NodeCallback, which I suspect is causing the slowdown. Two dynamic_cast's >> are in NodeCallback::run, then another two in NodeCallback::traverse. >> >> Changing to the non-deprecated Callback instead of NodeCallback gives a >> slight improvement with now just two dynamic_cast's in Callback::traverse, >> but still isn't optimal. >> >> Ideally, the application should be able to decide on the level of safety >> vs. level of performance it needs. If a Callback is only intended to be >> used on Nodes, there is little point in dynamic_casting to Node every frame. >> >> I think I can workaround the casts by using a custom class derived from >> osg::Callback as the base class for all my node callbacks. Still, it's >> quite a peculiar situation that does affect all users of the OSG. >> >> I guess my question comes down to, are there any plans on optimizing the >> Callback code before a final 3.4 release? If you aren't convinced, I can >> throw together a repro case and some profiling data, but I think the impact >> of 4 dynamic_cast's per frame and NodeCallback should be obvious. >> >> Cheers, >> Jannik >> >> ------------------ >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=63985#63985 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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