Finally, I have done some investigation regarding this subject: returning
the active child bounding sphere when the getBound() method of an
osg::Sequence is called can increase considerably the renderingTraversal
execution time (2x for my complex scene). This is probably due to the
invalidation of
Hi Marc-Andre,
On 18/10/12 14:49, Marc-Andre Labrie wrote:
I guess you are referring to a node visitor when you wrote about
TRAVERSE_ACTIVE_CHILDREN. I have inspected the code but could not find this
mechanism
for computing the bounding sphere: I thought computebound was called
Ok, thanks for the info.
But I still do not understand why non-visible geodes should take part to
the boundingsphere calculation.
In my case, in my osg::Sequence, frame1 is way much smaller than frame15 ...
Marc-Andre
On Thu, Oct 18, 2012 at 3:26 AM, Ulrich Hertlein
Ok, thanks for the info.
But I still do not understand why non-visible geodes should take part to
the boundingsphere calculation.
In my case, in my osg::Sequence, frame1 is way much smaller than frame15 ...
Marc-Andre
On Thu, Oct 18, 2012 at 3:26 AM, Ulrich Hertlein
Hi Marc-Andre,
On 19/10/12 2:01, Marc-André Labrie wrote:
But I still do not understand why non-visible geodes should take part to the
boundingsphere calculation.
In my case, in my osg::Sequence, frame1 is way much smaller than frame15 ...
I'm not saying that they should (quite the
Hi,
Is there a reason why an osg::Sequence does not calculates its
boundingsphere based only on its active child (rather than using all of
them)?
I can define my own Sequence and override the getBounds() method; but I
want to know why it is not the default behavior.
Thanks
Marc-Andre
Hi Marc-Andre,
On 18/10/12 11:30, Marc-André Labrie wrote:
Is there a reason why an osg::Sequence does not calculates its boundingsphere
based only
on its active child (rather than using all of them)?
I can define my own Sequence and override the getBounds() method; but I want
to know
Hi ulrich
I guess you are referring to a node visitor when you wrote about
TRAVERSE_ACTIVE_CHILDREN. I have inspected the code but could not find this
mechanism for computing the bounding sphere: I thought computebound was called
sequentially on every children after getbound is called on a
8 matches
Mail list logo