[osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

Jordi Torres jtorresfabra at gmail.com
Mon Jun 8 23:52:07 PDT 2015


Hi Robert and Rafa,

I just see this change was introduced by Christian Kehl (
http://comments.gmane.org/gmane.comp.graphics.openscenegraph.cvs/12859) but
probably he had a little mess in his computer when doing this change (As he
also stated later ). It is possible it might be not necessary.

Maybe Christian can comment something.

Cheers.


2015-06-09 7:01 GMT+02:00 Rafa Gaitan <rafa.gaitan at gmail.com>:

> Hi Robert,
> I did a couple of builds one for MacOSX 10.10 and for android gles1. For
> macosx everything worked so far but for android I'm getting this error
> using the toolchain:
>
> osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration
> 'typedef GLfloat GLdouble'
>
> I suspect this is the same problem others has spotted. I think you
> suggested to do a better identification in cmake, or maybe just check if
> the symbol already exists in that header. I'll try to provide a fix later
> today.
>
> Regards,
> Rafa.
>
>
> El lun., 8 jun. 2015 a las 20:01, Robert Osfield (<
> robert.osfield at gmail.com>) escribió:
>
>> Hi Jannik,
>>
>> A quick reply as I am replying on my phone. My intention was to introduce
>> the same technique as osg::Node::asTransform() to avoid the dynamic cast,
>> but only do this if there was a noticeable performance regression.
>>
>> The 20% regression you've seen could qualify. Is this with a release
>> build?
>>
>> As general note, I suspect you are over using callbacks.
>>
>> Robert
>> On 8 Jun 2015 17:16, "Jannik Heller" <scrawl at baseoftrash.de> wrote:
>>
>>> Hi Robert,
>>>
>>> I tried my application using the latest trunk and didn't notice any
>>> functional regressions.
>>>
>>> However, I did notice a performance decrease in the Update phase of
>>> about 20%, compared to OSG 3.2.0. This had me a bit concerned, so I digged
>>> through the changes and found commit
>>> https://github.com/openscenegraph/osg/commit/e967420323bb6e500425144cb305cf8060c1c515
>>> .
>>> Since that commit, we now get *four* dynamic_cast's per frame and
>>> NodeCallback, which I suspect is causing the slowdown. Two dynamic_cast's
>>> are in NodeCallback::run, then another two in NodeCallback::traverse.
>>>
>>> Changing to the non-deprecated Callback instead of NodeCallback gives a
>>> slight improvement with now just two dynamic_cast's in Callback::traverse,
>>> but still isn't optimal.
>>>
>>> Ideally, the application should be able to decide on the level of safety
>>> vs. level of performance it needs. If a Callback is only intended to be
>>> used on Nodes, there is little point in dynamic_casting to Node every frame.
>>>
>>> I think I can workaround the casts by using a custom class derived from
>>> osg::Callback as the base class for all my node callbacks. Still, it's
>>> quite a peculiar situation that does affect all users of the OSG.
>>>
>>> I guess my question comes down to, are there any plans on optimizing the
>>> Callback code before a final 3.4 release? If you aren't convinced, I can
>>> throw together a repro case and some profiling data, but I think the impact
>>> of 4 dynamic_cast's per frame and NodeCallback should be obvious.
>>>
>>> Cheers,
>>> Jannik
>>>
>>> ------------------
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=63985#63985
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users at lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
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-- 
Jordi Torres
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