Hi Jo,

On Sat, 2004-12-11 at 16:06, Jo Bard wrote:
> Well I'm using the vrjuggler's base class for opensg applications
> (opensgapp) so I think that when I use its member named
> "mRenderAction",  I use the RenderAction of the server... 

Yup, Juggler doesn't have a RenderAction for the client. Well, it
doesn't have a separate client in the first place. ;)

> In fact, as I didn't really know when I had to do this stuff, I put it
> in the draw method and I just tested if it was the first frame or not.
> If yes, I disable the frustum culling and I traverse the graph with
> that renderAction, in order every gfx card to load everything (if I
> understood well). Anyway the performance seems to be better but it's
> not perfect at all : when we approach an object, the frame rate
> decreases (the screens freeze for a few time). So is there another
> thing I can do to avoid that ?  Are there some other problems related
> to clusters?

Hm, do you use LODs in your scene? Just switching off the Culler will
not handle all levels for an LOD. To fix those you'd have to temporarily
replace the LOD cores with Groups before the no-cull rendering. 


If you're willing to patch your OpenSG you can try the following: add
this method to the Window class:

void OSG::Window::validateAllGLObjects(void)
{
    activate();
    frameInit();

    for (UInt32 i = 1; i < _glObjects.size(); ++i)
        validateGLObject(i);
    
    frameExit();
}     

and call it. It's a dirty little trick to update all OpenGL objects,
display lists, textures, shaders, everything. I just tried it in the
context of a simple tutorial example and it seemed to work fine. Use at
your own risk though, this could have some unexpected side-effects. 

Hope it helps

        Dirk





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