Hi Art,

You can select which optimization passes the Optimizer uses via the
options mask that you pass in when you call the optimizer.  You can
also change the options used by default using the OSG_OPTIMIZER env
var.  Do a osgviewer --help-env to see all the options.

In you case it could be the the RemoveRedundentNodeVisitor is the
culprit, with it not detecting that nodes in the scene graph you have
set up arn't suitable for removal.  In the CVS version of the OSG
extra checks have been added to make this problem less likely and may
well fix your problem.

However, without knowing specifically what parts of the scene graph
are being optimized away, and without knowing exactly which version of
the OSG you are using I cannot say whether any of the recent
improvements to Optimizer will have any effect.

Robert.

On 12/3/06, Art Tevs <[EMAIL PROTECTED]> wrote:
Hi, folks!

I have a question regarding to the osgUtil::Optimizer. It seems that it does
much more work than I currently need. My scene graph setup is following:

root -> envMap -> renderable
root-> renderable

- root is the root node of the scene
- envMap is a node which do update a texture by rendering the content of
renderable into it (for now I use 6 cameras to dynamicaly update the
environment map)
- renderable is a group node containing the whole scene.

If I do not use Optimizer, then the things are done in the way I expect. Scene
is rendered on the screen and also in the texture (so it rendered twice)
However if I use osgUtil::Optimizer then the scene does not updated in the
texture and then there is also no call to Node::traverse() method of the
envMap node. So probably Optimizer does remove it from the graph.

So how can I setup Optimizer that it does not remove the subgraph from the
scene? Or what is the way to setup the whole things?

Thanks in advance.

MfG, Art




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