thanks, i am going to use the fps counter for now ...

i made some progress last night... i am caching the pickbuffer properly now
and can reuse it, its a single view only now and just compares a
CTransformation i get off the view camera. removing snap reduced the lag a
fair bit. the reason to use the snap was to get the hit position on the
surface. while not complete i changed to use the polygon's vertices average
position and their average normals to setup a CPlane which i then intersect
the world ray with. i am not checking to see if i am inside the triangle
yet but even this saves me considerable time and effort in making my own
intersection routines. i haven't got my brush orientation perfect yet but i
think that's just a matter of wrangling my oglRotate calls.

fun stuff!
steven

On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson <
[email protected]> wrote:

> The longer a tool takes to process an input event the less events that
> gets generated by the window system so you would have a bigger distances
> between mouse move events. (which could lead to gaps in brush spacing in a
> paint tool etc)
>
> I guess you really want to measure mps - mouse events per second. ;-) The
> fps counter should work because when interacting the tool generates a
> redraw after each mouse event but you would need to try it to be sure.
> --
> Brent
>
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Steven Caron
> Sent: 31 July 2012 20:59
> To: [email protected]
> Subject: Re: SDK : caching the tool context pick buffer
>
> @brent, can i use softimage's fps counter to do speed testing? does that
> counter represent the entire ogl rendering pipeline?
>
> no biggie if not, i just didn't want to have to make my own profiling/fps
> counter.
>
> s
> On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron <[email protected]<mailto:
> [email protected]>> wrote:
> well the CGeometryAccessor is a dump of everything too, but its just
> float/long data arrays instead of full fledged classes. at least i could
> cache this data easily without loops...
>
> should be a fun exercise, which is available here for anyone who is
> interested...
>
> https://github.com/caron/SimpleBrush
>
> On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson <
> [email protected]<mailto:[email protected]>> wrote:
> I would say use the GeometryAccessor but I have probably used the SDK less
> than most of you guys. ;-).
>
> One thing that always bugged me about GetPolygons and related geometry
> calls is that they return an array of *all* the polygons in the object so
> it is a really inefficient way to access a single polygon when you know its
> index.
>
> l_polymesh.GetPolygons().GetItem(l_compIdx);
>
> GeometryAccessor seems designed to address this shortcoming.
>
>
>

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