Began work on providing support for threading camera cull traversals in parallel with
the previous frames draw traversal. Changes range from osg::State, through osgUtil::RenderBin, through to osgViewer
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@@ -777,6 +777,11 @@ void SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& mod
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// a clean has been used instead to try to minimize the amount of
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// allocation and deleteing of the StateGraph nodes.
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rendergraph->prune();
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// set the number of dynamic objects in the scene.
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getState()->setDynamicObjectCount( getState()->getDynamicObjectCount() + renderStage->computeNumberOfDynamicRenderLeaves());
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// osg::notify(osg::NOTICE)<<"SceneView cull() DynamicObjectCount"<<getState()->getDynamicObjectCount()<<std::endl;
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}
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void SceneView::releaseAllGLObjects()
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@@ -1319,6 +1324,9 @@ void SceneView::draw()
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state->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
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}
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}
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// osg::notify(osg::NOTICE)<<"SceneView draw() DynamicObjectCount"<<getState()->getDynamicObjectCount()<<std::endl;
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}
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/** Calculate, via glUnProject, the object coordinates of a window point.
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