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   General - SDK

Subject: Re: IVRMLTraverser ... ?
Sender: anders.pettersson@ceco.se 9.03.06 06:39

OK thanks, you may have a clue to my problem:

What I’m trying to accomplish is to traverse the hole scene (IEngine->Nodes property) and get all INodeObjects (All DEFs).

I know the value of all DEFs and at this moment I do something like this:

CStringArray &strArrIDsToLoad;
… // filing up strArrIDsToLoad.

-----------------------

if (FAILED(m_pEngine->get_Nodes(&m_pNodes)))
{
    return;
}
int size = strArrIDsToLoad.GetSize();
for (int k = 0; k < size; k++)
{
    VARIANT varName;
    VariantInit(&varName);
    varName.vt = VT_BSTR;
    varName.bstrVal = strArrIDsToLoad.ElementAt(k).AllocSysString();

    CString ID(varName.bstrVal);

    INodeObject* pNode = NULL;
    res3 = m_pNodes->get_Item(&varName, &pNode);        
}
-----------------------

This code woks but the call...

m_pNodes->get_Item(&varName, &pNode);

...takes way to long time. When I have a scene with about 3000 DEFs the loop takes minutes… Are there any setting i can do in Corotna or Engine that makes this go faster.

The ting is that I've earlier made this call (getting node by name, no index) and it worket perfect. I then made someting to my code and now the time it now takes is a VERY
big problem to mee... :-(


I cant find any sample or anything in the SDK about IVRMLTraverser or IVRMLToucher...
these internal interfaces are used to traverse the sceene graph or any part of it.

they are not supposed to be used by users.


Dmitry Egorenkov
parallelgraphics


 


IVRMLTraverser ... ? / anders.pettersson@ceco.se / 8.03.06 10:23
     Re: IVRMLTraverser ... ? / degor aka Installation Guru / 9.03.06 05:03
         Re: IVRMLTraverser ... ? / anders.pettersson@ceco.se / 9.03.06 06:39
             Re: IVRMLTraverser ... ? / degor aka Installation Guru / 9.03.06 07:32
                 Re: IVRMLTraverser ... ? / anders.pettersson@ceco.se / 9.03.06 07:46
                     Re: IVRMLTraverser ... ? / degor aka Installation Guru / 10.03.06 06:45

Messages in thread: 6


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