Matthew Tippett wrote:
> Hi,
> 
> Recently, I discovered that there seem to be almost the double cameras
> that there were previously.  This is in the event/update/cull/draw
> page of the statistics page.
> 
> Is this expected?
> 
Yes. In order to draw our huge Z range -- from the tip of your nose (more or 
less) out to the horizon -- without flickering and other artifacts, the scene 
is 
drawn twice. It's drawn with the near plane set to 100 meters, then the depth 
buffer is cleared, and the scene is drawn again with the far plane at 100 
meters 
and the near plane at its nominal value, currently .1 meters by default. It's 
been done this way for some time by a ViewPartitionNode in the scene graph. I 
recently changed the scheme to use two slave cameras as the camera-like nature 
of the ViewPartitionNode was screwing up view-dependent shadow work I am doing. 
Plus, this is the recommended way to do such a partition, according to the 
wisdom of the OSG users list. There shouldn't be any performance difference in 
the change to slave cameras, but the statistics for the two cameras will be 
displayed in the stats display.
> I also notice that each camera seems to be 'paired' with another
> camera - as in the 2nd camera will not start it's cull and draw until
> after the previous one.
> 
> This is in a 5 camera config across 5 displays.
Because of the depth ordering, the far camera must be drawn before the near 
camera. Note that this is not new behavior, it is just now exposed in the 
timing 
statistics. I don't know why the two cull passes are serialized, unless you're 
simply running out of processors to run the cull passes.
> 
> I am using the 'CullThreadPerCamera' model, with the gc.realize
> commented out with the OSG_SERIALIZE_DRAW variable turned off.
> 
I don't think that's one of the choices :) Do you mean 
"CullThreadPerCameraDrawThreadPerContext"? You might try 
CullDrawThreadPerContext and see if that gives better performance.

Tim

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