HI Jim,
There are limits with the time of threading you can do with cameras
that share the same graphics context - the draw traversals has to be
single threaded for each camera's rendering, this applies to FBO's as
well as normal rendering to a graphics window.
You should be able to still run
Hello Jim,
This sounds like the problem I'm having with osgdistortion - on SMP
kernels I'm getting very bad performance. The performance improves if
you accidentally install a non-SMP kernel. Robert suggested a workaround
using FBOs - this seems to work for models up to a certain complexity
I am having some difficulty getting FrameBufferObjects to work with
multithreading. My application is very close to the osgdistortion
example. I noticed that osgdistortion was forcing itself into single
threaded operation. When i run it, multi-threaded I get frame buffer
object errors
3 matches
Mail list logo