Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins
Once again, thanks to everyone who has offered help. I ended up setting 
breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't 
seem to hit any of them.


This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that 
makes a difference. I know when I run stuff on my linux box at home, I 
have to use fluxbox instead of gnome because gnome kills my frame rate in 
the same way I am seeing on the WindowsXP box. In gnome, I can run the 
scene and I'll get horrible ~10fps while in fluxbox it gets ~400fps. 
Because of hardware requirements, I have to run this on XP.


I can't seem to find any other glBegin entry points. Does anyone have any 
suggestions? I checked to make sure that I wasn't explicitely dirtying the 
display lists.


Thanks again! -K

On Wed, 1 Dec 2010, Keith Parkins wrote:


Hi,

My app is currently rendering via the slow path. I've checked for 
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. 
Dose anyone know of other things I should be looking for? I am walking 
through the rendering stage to see if I can figure out what is getting set 
that is putting me on the slow track, but I don't have endless amounts of 
time to do this. If anyone has any understanding of this, I would be most 
appreciative if you could point me in the right direction.


If you need more information, check my post FBO problem?

Thanks!
Keith

PS: Thanks a lot for the help, Jason.

On Tue, 30 Nov 2010, Jason Daly wrote:


On 11/30/2010 08:09 PM, Keith Parkins wrote:

I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be 
setting

these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are 
fine. If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, 
I'm not sure why you'd be falling off the fast path.  There may be other 
reasons for it, but I can't think of them...


--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Robert Osfield
Hi Keith,

I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.

Robert.

On Thu, Dec 2, 2010 at 4:30 PM, Keith Parkins kpark...@cs.rochester.edu wrote:
 Once again, thanks to everyone who has offered help. I ended up setting
 breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
 seem to hit any of them.

 This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that
 makes a difference. I know when I run stuff on my linux box at home, I have
 to use fluxbox instead of gnome because gnome kills my frame rate in the
 same way I am seeing on the WindowsXP box. In gnome, I can run the scene and
 I'll get horrible ~10fps while in fluxbox it gets ~400fps. Because of
 hardware requirements, I have to run this on XP.

 I can't seem to find any other glBegin entry points. Does anyone have any
 suggestions? I checked to make sure that I wasn't explicitely dirtying the
 display lists.

 Thanks again! -K

 On Wed, 1 Dec 2010, Keith Parkins wrote:

 Hi,

 My app is currently rendering via the slow path. I've checked for
 DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
 anyone know of other things I should be looking for? I am walking through
 the rendering stage to see if I can figure out what is getting set that is
 putting me on the slow track, but I don't have endless amounts of time to do
 this. If anyone has any understanding of this, I would be most appreciative
 if you could point me in the right direction.

 If you need more information, check my post FBO problem?

 Thanks!
 Keith

 PS: Thanks a lot for the help, Jason.

 On Tue, 30 Nov 2010, Jason Daly wrote:

 On 11/30/2010 08:09 PM, Keith Parkins wrote:

 I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
 and I did see a model with NormalBinding PER_VERTEX. Should I be setting
 these to BIND_OFF or is it just BIND_PER_PRIMITIVE?

 No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine.
 If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
 sure why you'd be falling off the fast path.  There may be other reasons for
 it, but I can't think of them...

 --J

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Robert,


I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.


He could still be using an optimized build and setting breakpoints, as 
debug information settings are separate from optimization settings, and 
as long as you're in a Release build, you won't be using the debug STL 
(which is what destroys OSG's performance in Debug builds - since OSG 
uses the STL heavily in its traversals and VC++ does extensive/expensive 
checking of STL usage at runtime in Debug builds - don't argue that it's 
a bad thing to do, I agree, but I'm not Microsoft...)


We sometimes include debug info in Release builds to be able to debug 
some problems that happen only in optimized builds. Sometimes the stack 
traces it gives then is bogus because of the optimization, but it's 
still useful if you know what to do with it.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins

Hi J-S and Robert,

I was using a debug build. I'm trying out a release build, but I am 
swamped and trying to do a bunch of things. I'll get back sometime in the 
next day with my results. I'm hoping this is it because the one 
difference between osgviewer and my app is that I am using debug libs.



of STL usage at runtime in Debug builds - don't argue that it's a bad
thing to do, I agree, but I'm not Microsoft...)


Trust me, I'm not going to get into any design arguments. People in glass 
houses and all . . . . Unless you want to get into some text editor 
argument (all hail ed!!). Those seem productive. ;-)


-K

On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote:


Hi Robert,


I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.


He could still be using an optimized build and setting breakpoints, as 
debug information settings are separate from optimization settings, and as 
long as you're in a Release build, you won't be using the debug STL (which 
is what destroys OSG's performance in Debug builds - since OSG uses the 
STL heavily in its traversals and VC++ does extensive/expensive checking 
of STL usage at runtime in Debug builds - don't argue that it's a bad 
thing to do, I agree, but I'm not Microsoft...)


We sometimes include debug info in Release builds to be able to debug some 
problems that happen only in optimized builds. Sometimes the stack traces 
it gives then is bogus because of the optimization, but it's still useful 
if you know what to do with it.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
  http://www.cm-labs.com/
   http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Tim Moore
On Thu, Dec 2, 2010 at 5:30 PM, Keith Parkins kpark...@cs.rochester.eduwrote:

 Once again, thanks to everyone who has offered help. I ended up setting
 breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
 seem to hit any of them.

 Actually, I meant setting a breakpoint in the actual glBegin function. You
won't have the source code to it, of course, but it should still be possible
to break at that function.

Tim

 This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that
 makes a difference. I know when I run stuff on my linux box at home, I have
 to use fluxbox instead of gnome because gnome kills my frame rate in the
 same way I am seeing on the WindowsXP box. In gnome, I can run the scene and
 I'll get horrible ~10fps while in fluxbox it gets ~400fps. Because of
 hardware requirements, I have to run this on XP.

 I can't seem to find any other glBegin entry points. Does anyone have any
 suggestions? I checked to make sure that I wasn't explicitely dirtying the
 display lists.

 Thanks again! -K


 On Wed, 1 Dec 2010, Keith Parkins wrote:

  Hi,

 My app is currently rendering via the slow path. I've checked for
 DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
 anyone know of other things I should be looking for? I am walking through
 the rendering stage to see if I can figure out what is getting set that is
 putting me on the slow track, but I don't have endless amounts of time to do
 this. If anyone has any understanding of this, I would be most appreciative
 if you could point me in the right direction.

 If you need more information, check my post FBO problem?

 Thanks!
 Keith

 PS: Thanks a lot for the help, Jason.

 On Tue, 30 Nov 2010, Jason Daly wrote:

  On 11/30/2010 08:09 PM, Keith Parkins wrote:

 I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
 and I did see a model with NormalBinding PER_VERTEX. Should I be setting
 these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


 No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine.
 If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
 sure why you'd be falling off the fast path.  There may be other reasons for
 it, but I can't think of them...

 --J

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Keith,


I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.


Ah, so my apologies to Robert, he was right to mention it. I thought 
that had been mentioned at the beginning of the thread, but it must have 
been another thread.


As both Robert and I said, doing any kind of performance measurement in 
VC++ in Debug builds will lead to bad results (unrepresentative of the 
real performance). I've seen cases where the performance from one run to 
the next was totally different, with no changes to source code, with 
Debug builds. So try to find out what's slowing down the program in that 
case... :-)


But using a Release build (optimization turned on, Release C++ runtime, 
Release STL) with debugging symbols turned on (/Z* compiler options and 
/DEBUG linker option) is fine, performance will be a bit slower but 
still representative.


And another part of the equation is running in the debugger or not. 
Pressing F5 attaches the debugger, whether in Debug or Release builds. 
That slows things down a bit too (because the debugger can show you what 
DLLs have been loaded while it's happening, things like that). Pressing 
Ctrl-F5 does not attach the debugger, whether in Debug or Release 
builds. You always have the option to attach it later (when a crash 
happens, or when you get to the point in your app that you want to 
trace), by using the Debug - Attach to Process menu option.


If doing performance testing, I will use a Release build, no debugging 
symbols, and press Ctrl-F5 to get accurate results (the same as an 
end-user would get on my machine).


I've seen especially large slowdowns when running in the debugger versus 
not running in the debugger (even with Release builds) when using 
boost::persistence, but that's just one example. So in that case I might 
start with Ctrl-F5, load our data files (which is done with 
boost::persistence), and then attach the debugger once 
boost::persistence has finished doing its thing.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins

J-S and Robert, You rule!

That was it. Don't link to debug libraries on Windows -K

On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote:


Hi Keith,


I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.


Ah, so my apologies to Robert, he was right to mention it. I thought that 
had been mentioned at the beginning of the thread, but it must have been 
another thread.


As both Robert and I said, doing any kind of performance measurement in 
VC++ in Debug builds will lead to bad results (unrepresentative of the 
real performance). I've seen cases where the performance from one run to 
the next was totally different, with no changes to source code, with Debug 
builds. So try to find out what's slowing down the program in that case... 
:-)


But using a Release build (optimization turned on, Release C++ runtime, 
Release STL) with debugging symbols turned on (/Z* compiler options and 
/DEBUG linker option) is fine, performance will be a bit slower but still 
representative.


And another part of the equation is running in the debugger or not. 
Pressing F5 attaches the debugger, whether in Debug or Release builds. 
That slows things down a bit too (because the debugger can show you what 
DLLs have been loaded while it's happening, things like that). Pressing 
Ctrl-F5 does not attach the debugger, whether in Debug or Release builds. 
You always have the option to attach it later (when a crash happens, or 
when you get to the point in your app that you want to trace), by using 
the Debug - Attach to Process menu option.


If doing performance testing, I will use a Release build, no debugging 
symbols, and press Ctrl-F5 to get accurate results (the same as an 
end-user would get on my machine).


I've seen especially large slowdowns when running in the debugger versus 
not running in the debugger (even with Release builds) when using 
boost::persistence, but that's just one example. So in that case I might 
start with Ctrl-F5, load our data files (which is done with 
boost::persistence), and then attach the debugger once boost::persistence 
has finished doing its thing.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
  http://www.cm-labs.com/
   http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hello Keith,


That was it. Don't link to debug libraries on Windows -K


Well, not when testing performance, of course. When you want to do 
actual debugging, you kind of have to (apart from in some specific cases).


Generalities like the above are most often wrong because so many 
exceptions exist... It always depends on the situation. You're the 
developer, you make your decisions with hopefully as much information as 
required to make the right ones.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Jason Daly

On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote:


Generalities like the above are most often wrong because so many
exceptions exist... It always depends on the situation. You're the
developer, you make your decisions with hopefully as much information as
required to make the right ones.


One of my favorite axioms:

All generalizations are false.

;-)

--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Jason,


One of my favorite axioms:

All generalizations are false.


That's a good one, I'll have to remember it. :-)

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] debugging slow path

2010-12-01 Thread Keith Parkins

Hi,

My app is currently rendering via the slow path. I've checked for 
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. 
Dose anyone know of other things I should be looking for? I am walking 
through the rendering stage to see if I can figure out what is getting set 
that is putting me on the slow track, but I don't have endless amounts of 
time to do this. If anyone has any understanding of this, I would be most 
appreciative if you could point me in the right direction.


If you need more information, check my post FBO problem?

Thanks!
Keith

PS: Thanks a lot for the help, Jason.

On Tue, 30 Nov 2010, Jason Daly wrote:


On 11/30/2010 08:09 PM, Keith Parkins wrote:

I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be setting
these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine. 
If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not 
sure why you'd be falling off the fast path.  There may be other reasons 
for it, but I can't think of them...


--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-01 Thread Keith Parkins

So I added a nodevisitor to traverse my scene like so:

class checkFastPath : public osg::NodeVisitor {
   public:
  checkFastPath() :
   osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
   virtual void apply(osg::Geode geode) {
  for(unsigned int i=0;igeode.getNumDrawables();++i) {
  osg::Geometry*geometry =  
geode.getDrawable(i)-asGeometry();
  if (geometry) {
  std::string name = geometry-getName();
  if (!geometry-areFastPathsUsed())
std::cout  name   is not using fast path\n;
  }
   }
}

checkFastPath  fptest;
getSceneData()-accept(fptest);

Nothing comes up. I did have an else on this test 
(!geometry-areFastPathsUsed()) to make sure that I was hitting the 
conditional. I did the same test before quitting and nothing comes up, 
neither after initialization nor at the end.


Any ideas?  Are there any other roads to the short path?


On Wed, 1 Dec 2010, Keith Parkins wrote:


Hi,

My app is currently rendering via the slow path. I've checked for 
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. 
Dose anyone know of other things I should be looking for? I am walking 
through the rendering stage to see if I can figure out what is getting set 
that is putting me on the slow track, but I don't have endless amounts of 
time to do this. If anyone has any understanding of this, I would be most 
appreciative if you could point me in the right direction.


If you need more information, check my post FBO problem?

Thanks!
Keith

PS: Thanks a lot for the help, Jason.

On Tue, 30 Nov 2010, Jason Daly wrote:


On 11/30/2010 08:09 PM, Keith Parkins wrote:

I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be 
setting

these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are 
fine. If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, 
I'm not sure why you'd be falling off the fast path.  There may be other 
reasons for it, but I can't think of them...


--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] debugging slow path

2010-12-01 Thread Tim Moore
You could set a breakpoint on glBegin() in a debugger and see where it is
called from OSG.Once there you should be able to figure out why you are
falling off the fast path.

Tim

On Wed, Dec 1, 2010 at 6:35 PM, Keith Parkins kpark...@cs.rochester.eduwrote:

 So I added a nodevisitor to traverse my scene like so:

 class checkFastPath : public osg::NodeVisitor {
   public:
  checkFastPath() :
   osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
   virtual void apply(osg::Geode geode) {
  for(unsigned int i=0;igeode.getNumDrawables();++i) {
  osg::Geometry*geometry =
  geode.getDrawable(i)-asGeometry();
  if (geometry) {
  std::string name = geometry-getName();
  if (!geometry-areFastPathsUsed())
std::cout  name   is not using fast path\n;
  }
   }
 }

 checkFastPath  fptest;
 getSceneData()-accept(fptest);

 Nothing comes up. I did have an else on this test
 (!geometry-areFastPathsUsed()) to make sure that I was hitting the
 conditional. I did the same test before quitting and nothing comes up,
 neither after initialization nor at the end.

 Any ideas?  Are there any other roads to the short path?



 On Wed, 1 Dec 2010, Keith Parkins wrote:

  Hi,

 My app is currently rendering via the slow path. I've checked for
 DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
 anyone know of other things I should be looking for? I am walking through
 the rendering stage to see if I can figure out what is getting set that is
 putting me on the slow track, but I don't have endless amounts of time to do
 this. If anyone has any understanding of this, I would be most appreciative
 if you could point me in the right direction.

 If you need more information, check my post FBO problem?

 Thanks!
 Keith

 PS: Thanks a lot for the help, Jason.

 On Tue, 30 Nov 2010, Jason Daly wrote:

  On 11/30/2010 08:09 PM, Keith Parkins wrote:

 I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
 and I did see a model with NormalBinding PER_VERTEX. Should I be setting
 these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


 No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine.
 If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
 sure why you'd be falling off the fast path.  There may be other reasons for
 it, but I can't think of them...

 --J

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org