Re: [osg-users] FrameBufferObjects and multithreading.

2008-03-10 Thread Robert Osfield
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

Re: [osg-users] FrameBufferObjects and multithreading.

2008-03-10 Thread Pete Carss
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

[osg-users] FrameBufferObjects and multithreading.

2008-03-09 Thread Jim Terhorst
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