Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-28 Thread Morné Pistorius
Hi J-S, Just as another datapoint, I also implemented outlining in a similar way to osgFX::Effect. All times stay the same except draw which triples. In my application, this doesn't affect me too much and I still make 60 fps if an object is selected or not, so I don't mind the jump that much,

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-28 Thread Jean-Sébastien Guay
Hello Morné, Just as another datapoint, I also implemented outlining in a similar way to osgFX::Effect. All times stay the same except draw which triples. In my application, this doesn't affect me too much and I still make 60 fps if an object is selected or not, so I don't mind the jump that

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-26 Thread Robert Osfield
Hi J-S, If you are hitting frame then I wouldn't worry about it too much :-) I presume that you won't be selecting too many objects in the scene, so it's not like you'll be doubling the cost of the whole scene, and if there is only one object in the scene that you select you are unlikely to be

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-26 Thread Jean-Sébastien Guay
Hi Robert, I presume that you won't be selecting too many objects in the scene, so it's not like you'll be doubling the cost of the whole scene, and if there is only one object in the scene that you select you are unlikely to be breaking frame... Well, that assumption is one I can't make...

[osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-25 Thread Jean-Sébastien Guay
Hi all, As I said before, I'm working on a modeling-type application. To give feedback of which object is selected, I'd like to outline it in white (or any color). I've currently got two implementations of an outline effect (using osgFX::Effect), one of which uses the stencil buffer, the

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-25 Thread Art Tevs
that already ;) Best regards, art --- Jean-Sébastien Guay [EMAIL PROTECTED] schrieb am Di, 25.11.2008: Von: Jean-Sébastien Guay [EMAIL PROTECTED] Betreff: [osg-users] Outline technique that doesn't triple (or worse) my frame time? An: OpenSceneGraph Users osg-users@lists.openscenegraph.org

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-25 Thread Jean-Sébastien Guay
Hi all, Forgot to mention the timings below are with a release mode build of our application. I'll see if I can transpose the results in a basic osgviewer-based app using the same technique... Perhaps there's something screwy with our scene graph. In any case, if anyone has any comments

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-25 Thread Jean-Sébastien Guay
Hello Art, I would propose to use post processing outline technique. Interesting technique, but unfortunately, integrating osgPPU into our framework and doing all rendering through it would be too much work for a simple outline technique. That being said, I am planning a complete redesign