I totally agree with your suggestions, I think it will be great to have the
possibility to get the stats from our application and display it the way we
want.
Just one question, with a osg::CameraStats (or osg::Camera::Stats) it will
be possible to have to stats for each osg::Camera separately ?
If yes, it will be great. :)

On 1/19/07, Robert Osfield <[EMAIL PROTECTED]> wrote:

I will try again to get some debate about what stats you would find
useful and how you'd like to get access them, and suggestions on good
ways to present them.

My current thought would be to have a based osg::Stats class that has
some general purpose access methods for setting what stats are
available, and have subclasses from osg::Stats that do the actual hard
work, such as osg::CameraStats (or osg::Camera::Stats),
osg::GraphicsStats, osgViewer::ViewStats etc.

The Stats would have a record of the stats quantities for each frame
for a fix number of frames, and recycle around this structure so that
the stats structure isn't be reallocated on each frame, and you can
get the history of the last n frames.

  osg:Stats
  {

       typedef std::map<std::string, double>  AttributeMap;
       typedef std::vector<unsigned int, AttributeMap>

       AttributeMap& getAttributes(unsigned int frameNum);

       void setAttribute(unsgined int frameNum,
                               const std:string& attributeName,
                               double value);

       bool getAttribute(unsigned int frameNum,
                               const std:string& attributeName,
                               double& value);

   } ;


I am also wondering about nesting of Stats structures, so one would
have a from of CompositeStats class, but perhaps one needn't have a
general purpose mechansim for this.

What I'd like is for end users to be able to add their own stats in
easily and also be able to go an query what stats are available and
print them out/display them on screen.

Thoughts?  Suggestions?

Robert.
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