thanks a lot, I'll post on the VRJ forums as well and look at openSG Cal3D

Marco

On 31/03/06, Dirk Reiners <[EMAIL PROTECTED]> wrote:

        Hi Marco,

On Thu, 2006-03-23 at 10:13 +0000, Marco Gillies wrote:
>
> Hi, I am setting up OpenSG to work with VRJuggler on a multiprocessor
> CAVE system and I'd like to have a bit of a better understanding of
> how the multi-threading features of OpenSG and VRJuggler interact.
> There is a fair bit of documentation I can find of the individual
> multi-threading features of each, but none that I can find on their
> interaction, sorry if I've missed some or not found and existing
> thread on this.
...
>
> So here are the questions:
>
> 1) As I understand it in OpenSG each thread has its own copy of all
> the objects so that it is safe to do something like:
>
> WriteVertecesToBuffer(pos->GetData());
>
> in parallel to the renderer if I call:
>
> animationThread->getChangeList()->applyAndClear();
>
> at the end of each frame to sync the two copies. Does this still work
> when I write vertex values directly using getData?

Yes, it doesn't matter how you access the data.

> 2) If so, how does it interact with the VRJuggler mutli-threading?
> Does the above method still apply if do the update in a VRJuggler
> intraFrame call and the rendering in a preFrame call? Do I still call
> applyAndClear on the change list or is that handlled by the VRJuggler
> plugin? Or are the two thread systems fundamentally different? If so,
> any suggestions.

The current version uses a single aspect for all Juggler threads. I
currently have no idea how to change that, I don't know Juggler well
enough for that (information assimilation doesn't work that well, even
if you I do lunch with the guys all the time... ;). Maybe somebody from
that side can comment.

An alternative would be to use the OpenSG Cal3D node (in Contrib), which
hides all that stuff from you. That would execute the skinning in the
draw threads though, and would not be as efficient.

Yours

        Dirk






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