You probably don't need to use Producer at all. Have a look at the osgkeyboardmouse example for the an example that just sets up the scene graph for rendering in a minimal way. This example users Producer to create windows and get events, but in a minal way that should allow you to work how to do it with other Windowing API's. Also have a look at osgGLUTkeyboardmouse.
As for getting polygon stats, again look at the code in osgProducer/ViewerEventCallback, the code is all there.
Robert.
Hi Robert,
Apologies in advance for my ignorance here. Still trying to lean the OSG basics!
I am working with the OSGMFC example application, compiling under MS Visual Studio 2005. In the example it has the following code snippet in the window Create() callback function.
// create the window to draw to.
m_RenderSurface = new Producer::RenderSurface;
m_RenderSurface->setWindow(GetSafeHwnd());
m_RenderSurface->useBorder(false);
m_RenderSurface->setInputRectangle( Producer::RenderSurface::InputRectangle(0.0,1.0,0.0,1.0));
m_RenderSurface->fullScreen(false);
// create the view of the scene.
m_SceneView = new osgUtil::SceneView;
// Do SceneView set up
> If you don't use Producer then the Producer stats are of little use.
By having a RenderSurface am I not using Producer?
How do I get to a Producer::CameraGroup from a Producer::RenderSurface?
(From trawling through the src code my assumption is that you can only get to a Producer::CameraGroup is you use osgProducer classes, such as osgProducer::Viewer)
Is it possible to write an OSG program without Producer? Any examples?
Do you recommend I swap from using osgUtil::SceneView to using osgProducer::Viewer? Are there any advantages to using osgUtil::SceneView?
On a different subject, how to I make my OSG program sync to the video vertical retrace (on Windows XP, with ATI GFX)?
Is there a way to set the desired target update rate (as you can in Performer)?
> If you want your own timing results you simply need to use osg::Timer and record the start/end of the update, cull and draw and do the frame stats yourself.
OK. That's fine with me, but at some point I would like to get more that just the frame rate (i.e. how many geodes/tris rendered, how many state swaps etc). How do I get this information from an osgUtil::SceneView?
Regards,
Andy
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Robert Osfield
Sent: 08 September 2006 10:08
To: osg users
Subject: Re: [osg-users] Stats display
Hi Andy,
On 9/8/06, Andy Preece <[EMAIL PROTECTED]> wrote:
Thanks, I was looking at the code before emailing, but I could not find away to get a Producer::CameraGroup pointer/reference from an osgUtil::SceneView.
Actually what I really need is a way to get at the Producer::CameraGroup::FrameStats information. How do I do this?
If you doin't use Producer then the Producer stats are of little use. If you want your own timing results you simply need to use osg::Timer and record the start/end of the update, cull and draw and do the frame stats yourself.
Robert.
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