|
View:
New views
10 Messages
—
Rating Filter:
Alert me
|
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsOn Thu, Jun 19, 2008 at 8:22 AM, Timothy M. Shead <tshead@...> wrote:
> Joe Crawford wrote: >> On Mon, Jun 9, 2008 at 5:00 PM, Timothy M. Shead <tshead@... >> <mailto:tshead@...>> wrote: >> >> > >> > Any more thoughts on >> http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage? >> > >> I know I'm being slightly contradictory here on the performance >> issue, but: >> >> * I still think iselectable can be deprecated, I can't see any reason >> why node selections should be fuzzy (unlike gprim selections). Unless >> Joe suggests otherwise. >> >> >> Its probably not important now, but it would be cool if tools could >> have soft selection at the object level. > Just to clarify: we have soft selections at a component level, you're > advocating that we also retain soft selections at a node level, is that > correct? > > Assuming yes, this would mean that we need something other than an > inode_collection_property for our hypothetical "document selection" > storage node - which isn't a problem, just an observation. I've updated http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage to account for this. If it's cleared, I can move it to another module (selection, I guess) and adapt the UI layer to use it. Will I also need to add meta-data to the node? It will implement the inode_selection interface, which could also be used to identify it. Cheers, -- Bart ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsBart Janssens wrote:
> I've updated http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage > to account for this. If it's cleared, I can move it to another module > (selection, I guess) and adapt the UI layer to use it. Will I also > need to add meta-data to the node? It will implement the > inode_selection interface, which could also be used to identify it. > Some observations: * Not sure why there are separate properties for nodes and weights. Logically, this is a single property. * inode_collection_property is the wrong type of property here - let it go. * I assume m_select_node is for testing? It isn't correct property usage in the long-term. * You quote numbers for lookup times. How are you testing this? Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsOn Tue, Jul 8, 2008 at 6:38 AM, Timothy M. Shead <tshead@...> wrote:
> Bart Janssens wrote: >> I've updated http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage >> to account for this. If it's cleared, I can move it to another module >> (selection, I guess) and adapt the UI layer to use it. Will I also >> need to add meta-data to the node? It will implement the >> inode_selection interface, which could also be used to identify it. >> > Some observations: > > * Not sure why there are separate properties for nodes and weights. > Logically, this is a single property. > * inode_collection_property is the wrong type of property here - let it go. I've updated the prototype to address this. > * I assume m_select_node is for testing? It isn't correct property > usage in the long-term. Of course! Though in the mean time, I've added one more ;) > * You quote numbers for lookup times. How are you testing this? I've automated the test I did previously, and committed it to SVN. My result is at http://www.k-3d.org/cdash/testDetails.php?test=28944&build=680 Cheers, -- Bart ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsBart Janssens wrote:
>> * You quote numbers for lookup times. How are you testing this? >> > > I've automated the test I did previously, and committed it to SVN. My > result is at > http://www.k-3d.org/cdash/testDetails.php?test=28944&build=680 > This is a start, albeit not an entirely realistic number. I was never worried about the time to lookup a node in the map; my concern is the time to lookup the NodeSelection instance itself - probably, we will want to make this part of the render state. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsOn Wed, Jul 9, 2008 at 5:06 AM, Timothy M. Shead <tshead@...> wrote:
> This is a start, albeit not an entirely realistic number. I was never > worried about the time to lookup a node in the map; my concern is the > time to lookup the NodeSelection instance itself - probably, we will > want to make this part of the render state. Ah, yes. Good point, that would take much longer than the map lookup I test now. I've added a new proposal for this at http://www.k-3d.org/wiki/User:Barche/Special_Nodes I agree that making the node part of the render state is good, though, but to get it there we might make use of the above method. Regards, -- Bart ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsBart Janssens wrote:
> On Wed, Jul 9, 2008 at 5:06 AM, Timothy M. Shead <tshead@...> wrote: > >> This is a start, albeit not an entirely realistic number. I was never >> worried about the time to lookup a node in the map; my concern is the >> time to lookup the NodeSelection instance itself - probably, we will >> want to make this part of the render state. >> > > Ah, yes. Good point, that would take much longer than the map lookup I > test now. I've added a new proposal for this at > http://www.k-3d.org/wiki/User:Barche/Special_Nodes > > I agree that making the node part of the render state is good, though, > but to get it there we might make use of the above method. > stored in the render state. That makes looking-up the selection state the responsibility of a render-engine, which would be fine. The render-engine would have an inode* property where it keeps track of the NodeSelection instance, and this property would be set by the UI layer when a render-engine is created. The nice thing about this approach is that it is efficient, doesn't introduce any new interfaces or interface methods, doesn't require any special serialization code, and allows for special-cases in a simple and intuitive way - if you want to have a viewport that doesn't highlight selected objects, just go to the Node Property Panel for the render engine and set the "Node Selection" property to "None". Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsOn Thu, Jul 10, 2008 at 7:27 AM, Timothy M. Shead <tshead@...> wrote:
> To clarify, I was suggesting that the *selection state* for a node be > stored in the render state. That makes looking-up the selection state > the responsibility of a render-engine, which would be fine. The > render-engine would have an inode* property where it keeps track of the > NodeSelection instance, and this property would be set by the UI layer > when a render-engine is created. The nice thing about this approach is > that it is efficient, doesn't introduce any new interfaces or interface > methods, doesn't require any special serialization code, and allows for > special-cases in a simple and intuitive way - if you want to have a > viewport that doesn't highlight selected objects, just go to the Node > Property Panel for the render engine and set the "Node Selection" > property to "None". OK, agreed! However, I still think having a central node to keep track of certain often-referred nodes, such as the default painter, node selection, time source, ... makes sense. We would only need one way to find that node, then. This would make finding i.e. a default painter in scripts much easier. Or is the current name-based lookup meant to be replaced by node metadata? Cheers, -- Bart ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsBart Janssens wrote:
> On Thu, Jul 10, 2008 at 7:27 AM, Timothy M. Shead <tshead@...> wrote: > >> To clarify, I was suggesting that the *selection state* for a node be >> stored in the render state. That makes looking-up the selection state >> the responsibility of a render-engine, which would be fine. The >> render-engine would have an inode* property where it keeps track of the >> NodeSelection instance, and this property would be set by the UI layer >> when a render-engine is created. The nice thing about this approach is >> that it is efficient, doesn't introduce any new interfaces or interface >> methods, doesn't require any special serialization code, and allows for >> special-cases in a simple and intuitive way - if you want to have a >> viewport that doesn't highlight selected objects, just go to the Node >> Property Panel for the render engine and set the "Node Selection" >> property to "None". >> > > However, I still think having a central node to keep track of certain > often-referred nodes, such as the default painter, node selection, > time source, ... makes sense. We would only need one way to find that > node, then. This would make finding i.e. a default painter in scripts > much easier. Or is the current name-based lookup meant to be replaced > by node metadata? > looking-up special-object "bar", which has a reference to special-object "foo"? Not that there aren't lots of counterexamples in the current code, but I see benefits to moving in the direction of "Parameterize From Above" ... see http://accu.org/index.php/journals/1432 Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsOn Thu, Jul 10, 2008 at 7:27 AM, Timothy M. Shead <tshead@...> wrote:
> To clarify, I was suggesting that the *selection state* for a node be > stored in the render state. That makes looking-up the selection state > the responsibility of a render-engine, which would be fine. The > render-engine would have an inode* property where it keeps track of the > NodeSelection instance, and this property would be set by the UI layer > when a render-engine is created. The nice thing about this approach is > that it is efficient, doesn't introduce any new interfaces or interface > methods, doesn't require any special serialization code, and allows for > special-cases in a simple and intuitive way - if you want to have a > viewport that doesn't highlight selected objects, just go to the Node > Property Panel for the render engine and set the "Node Selection" > property to "None". I've added a "Migration" section to http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage with a rough outline of the steps needed to implement this. Is it OK like that? Cheers, -- Bart ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Node selection storage [was:] Bypassing MergeMesh [was:] Merge Mesh properties was: Property groupsBart Janssens wrote:
> On Thu, Jul 10, 2008 at 7:27 AM, Timothy M. Shead <tshead@...> wrote: > >> To clarify, I was suggesting that the *selection state* for a node be >> stored in the render state. That makes looking-up the selection state >> the responsibility of a render-engine, which would be fine. The >> render-engine would have an inode* property where it keeps track of the >> NodeSelection instance, and this property would be set by the UI layer >> when a render-engine is created. The nice thing about this approach is >> that it is efficient, doesn't introduce any new interfaces or interface >> methods, doesn't require any special serialization code, and allows for >> special-cases in a simple and intuitive way - if you want to have a >> viewport that doesn't highlight selected objects, just go to the Node >> Property Panel for the render engine and set the "Node Selection" >> property to "None". >> > > I've added a "Migration" section to > http://www.k-3d.org/wiki/User:Barche/Node_Selection_Storage with a > rough outline of the steps needed to implement this. Is it OK like > that? > Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
| Free Forum Powered by Nabble | Forum Help |