pileListSize(), getDataToMergeListSize(),
getRequestsInProgress() and perhaps a call to requiresUpdateSceneGraph()
should get you there.
/Mike
On 19 June 2017 at 15:11, Hannes Naude <naude...@gmail.com> wrote:
> Hi all
>
> I am using OSG and osgEarth in a simulation where a lot of
point me toward an applicable tut/example/ or part of the
API, it would be greatly appreciated.
Regards
Hannes Naude
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a small change it's generally pretty easy to integrate.
>
> Finally you can simple make your callbacks resilient so that the are
> no ill effects from being called multiple times.
>
> Robert.
>
> On 11 April 2017 at 18:48, Hannes Naude <naude...@gmail.com> wrote:
> >
then the
> discussion should be about what problems you are having with
> callbacks, as the solution will likely related to how you are doing
> callbacks rather high level viewer configuration.
>
> Robert.
>
> On 11 April 2017 at 12:08, Hannes Naude <naude...@gmail.com>
t it recommends a solution that seems even more generally useful and is
quite verbose, yet is not included in osg. What am I missing here?
Regards
Hannes Naude
On Tue, Apr 11, 2017 at 1:08 PM, Hannes Naude <naude...@gmail.com> wrote:
> Hi all
>
> I am trying to render a single scene from mu
must be independently controlled.
- Node update callbacks should be called only once per Node per render
cycle.
Any help will be appreciated
Regards
Hannes Naude
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http
neGraph-Data's cow.osgt I get 6000+fps on a 1920x1080
> display.
>
> Robert.
>
> On 17 October 2016 at 16:05, Hannes Naude <naude...@gmail.com> wrote:
> > OK. Scratch that, I no longer believe that this is a performance
> measurement
> > issue, but rather a performance is
ds
Hannes
-- Forwarded message --
From: Hannes Naude <naude...@gmail.com>
Date: Mon, Oct 17, 2016 at 1:46 PM
Subject: OSG performance measurement
To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Hi all
New to OSG so apologies if this is a stupid question.
I have written
0.019825 0.013804 0.016688 0.01651 0.066802 0.023197
0.07995 0.013019 0.000387967 0.0331 0.000599027 0.03273 0.000575006
0.088067 0.083023...
As you can see, the loop occasionally takes as much as 88ms to complete,
while at other time completing within 0.6ms. What could possibly be causing
this
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