Hi Robert and Paul,

Would it be possible to have a StatsNode?  A node that collects stats of its
children?  Then we could make a InsertStatsNodeVisitor to specifically look
at stats of different parts of the scene graph.

//pseudo-code
statsNode = new osg::StatsNode( someType ); //create stats node
InsertStatsNodeVisitor("node1", statsNode); //insert stats node above node
named node1

I don't know if this is viable though.  Can you start the timer of the stats
node, and end the timer at the right points?


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Friday, January 19, 2007 10:30
To: 'osg users'
Subject: RE: [osg-users] How would you like your stats served up?

Agreed, the performance hit of something like this would be astronomical.
This would have to be something that has zero impact when disabled.

> Their are also practical limits to the type of stats you can collect - 
> for instance nodes can have their update and cull times caught by a 
> NodeCallback, but you can't collect draw stats as Node don't have 
> anything to do with the draw traversal - its only Drawable and 
> StateSet's.

Not possible in the current implementation, correct. It would have to be
redesigned to support it. If the RenderGraph were made smart about which
Node/Geode owned the Drawables/StateSets referenced in the RenderGraph, then
draw traversal timing stats could be fed back from the RenderGraph to the
appropriate scene graph nodes.
   -Paul

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