[osg-users] design issues

Robert Osfield robert.osfield at gmail.com
Thu Nov 3 01:14:42 PDT 2016


Hi Nick,

The osgUtil::CullVisitor has the maintains a stack of ModelViewMatrix
that it accumulates through the the scene graph traversal, you should
just need to get the top of this stack using
cullVisitor->getModelViewMatrix().

Robert.

On 2 November 2016 at 22:25, Trajce Nikolov NICK
<trajce.nikolov.nick at gmail.com> wrote:
> Hi Community,
>
> I am trying to optimize the rendering. Getting huge update numbers.
>
> The story is this:
> My scene has huge number of lights, some are static (streetlights) some
> dynamic (a car). The lighting engine needs the World matrix of a LightSource
> and the ViewMatrix (which is the same as the World inverse just with some
> extra rotation). In my code after the update before the rendering traversal
> I am updating these matrices each frame and I am about to place this code in
> my custom CullVisitor (which traverse the scene anyway but only the active
> children).
>
> Here is my approach at the moment: list of light entities and here is how I
> am computing these:
> http://pastebin.com/0A64sc7Y
> Simply getting the NodePath and computing the world matrix from this node
> path. This seams to be costly
>
> I am after wiser optimization, to place this in my CullVistor: Here is the
> snippet:
> http://pastebin.com/6dQnih8N
>
> These snippets are simple and I would like to ask if this is more proper
> way, which it seams to me since I will gain more performance by updating
> only the culled and active nodes. Also the math in the cull visitor.
>
> Thanks a lot for any hints, ideas. As always :-)
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
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