Re: [osg-users] MultiThreaded Culling

2010-03-19 Thread Dan R
Yep, got it thanks. It just seemed weird since I'm not a multithreader
understander, how you could start the graphics thread before getting
to the main frame loop, but at the same time be sure that the culling
happens before the draw of the graphics thread. But I guess it just
works.

Thanks.

On Thu, Mar 18, 2010 at 5:34 PM, Paul Martz pma...@skew-matrix.com wrote:
 Dan R wrote:

 Hi, could someone tell me where the culling takes place if
 multithreading is set to DrawThreadPerContext? I can't seem to trace
 it in the code. It seems like it should happen in the runOperations
 function of GraphicsContext when it goes through the camera list, but
 it seems like that just calls the draw method.

 My guess would be that it happens in the same thread as the event and update
 traversals. But one sure way to find out would be to set a breakpoint in one
 of the CullVisitor apply methods and look at the call stack and thread ID.
   -Paul

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[osg-users] MultiThreaded Culling

2010-03-18 Thread Dan R
Hi, could someone tell me where the culling takes place if
multithreading is set to DrawThreadPerContext? I can't seem to trace
it in the code. It seems like it should happen in the runOperations
function of GraphicsContext when it goes through the camera list, but
it seems like that just calls the draw method.

Thanks,
Dan
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Re: [osg-users] MultiThreaded Culling

2010-03-18 Thread Robert Osfield
Hi Dan,

When you use DrawThreadPerContext the viewers main frame loop does the
culling for the viewers cameras.

Robert.

On Thu, Mar 18, 2010 at 4:10 PM, Dan R nice...@gmail.com wrote:
 Hi, could someone tell me where the culling takes place if
 multithreading is set to DrawThreadPerContext? I can't seem to trace
 it in the code. It seems like it should happen in the runOperations
 function of GraphicsContext when it goes through the camera list, but
 it seems like that just calls the draw method.

 Thanks,
 Dan
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