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While there's usually plenty of optimization potential left in scripting space, at the end of the article, you'll also find a few C++ patches for SG/FG adding features to the Canvas system for exposing additional functionality to each Canvas/element, i.e. to help disable Canvas entirely, to track update/rendering times per Element or to get comprehensive OSG stats for each active Canvas camera. | While there's usually plenty of optimization potential left in scripting space, at the end of the article, you'll also find a few C++ patches for SG/FG adding features to the Canvas system for exposing additional functionality to each Canvas/element, i.e. to help disable Canvas entirely, to track update/rendering times per Element or to get comprehensive OSG stats for each active Canvas camera. | ||
These patches are primarily based on working through | These patches are primarily based on working through a few online articles on optimizing OSG performance and identifying missing hooks to better understand Canvas related performance issues, specifically: | ||
* [https://www.packtpub.com/books/content/openscenegraph-methods-improving-rendering-efficiency OSG methods for improving rendering efficiency] | |||
* [http://www.highperformancegraphics.org/wp-content/uploads/Steinlechner-LazySG.pdf Lazy Incremental Computation for Efficient Scene Graph Rendering] | |||
While these features are currently intended to be a just ''toolbox'' for better understanding Canvas internals, the hope in the mid-term is also that these can be used for determining future extensions/improvements to the Canvas system as a whole. | While these features are currently intended to be a just ''toolbox'' for better understanding Canvas internals, the hope in the mid-term is also that these can be used for determining future extensions/improvements to the Canvas system as a whole. |