Re: your mail

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Rémi Arnaud (remi++at++remi.asd.sgi.com)
Tue, 29 Apr 1997 15:56:06 -0700 (PDT)


YAMANAKA MASAHIKO wrote:
>
> ^^) PFMP_CULLoDRAW does not use the normal "cull into a display list and
> ^^) then when you're done pass that list to the draw" technique of
> ^^) Performer. Rather, it uses the list as a circular buffer where the draw
> ^^) consumes the info as the cull is writing it. As a side-effect of this,
> ^^) the list is "used up" (potentially overwritten) in the first drawing,
> ^^) so it no longer exists for reuse in multipass applications.
> ^^)
> ^^) It could be made to work differently, where we used an "as long as
> ^^) needed" list between cull and draw, ran the cull and draw together as
> ^^) they are now, but would then still have the complete list available at
> ^^) the end for reuse in multipass applications. This is not something
> ^^) that's been asked for until now, and it's likely too late to consider
> ^^) it for the Performer 2.2 release. I will add it to the request for
> ^^) enhancement (RFE) list for the future.
>
> Thanks!
>
> However...
>
> I don't need reuse for display lists but I have some databases and the
> databases are different unit systems so I can't merge them.

 Can you do an off-line computation, like pfconv, to merge the databases
 in one pfb file ?

>
> As result I tested, using multiple scenes and PFMP_APP_CULL_DRAW,
>
> chan1->setScene( scene1 ); //scene1 doesn't have any geometries as test case
> //but chan1 clears color&depth-buffer
> chan2->setScene( scene2 ); //scene2 doesn't have any geometries as test case
>
> generates following chan->drawStats(). and reaches only 30fps.
>
> App |-- | |-- | |--
> Cull |- | |- | |-
> Draw | |---- | |---- |
>
> On the oher hand, without scene2,
>
> App |-- |-- |-- |-- |--
> Cull |- |- |- |- |-
> Draw |---- |---- |---- |---- |----
>
> and reaches 60fps.

 I don't understand what's going on. Can you send me a test case
 so I can see what's wrong ? Thanks

>
> In order to solve this problem, I had thought to use CULLoDRAW but
> it didn't work.
>
> Can't this be helped ?
> So far as I use multiple scenes, it can't be reached at 60fps?
>
> Thanks,
> --
> M.Y.

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