Hello Gerrit, hello Dirk, we have two scenarios where it would become very handy/elegant.
The first one is the material editor within vred. Since the material editor pratically shares all materials with the scene you are viewing it is a simple waste of valuable resources, especially when using HDR stuff in combination with antialiasing (even with 1.5gb of memory on newer cards this limit is very real, we are currently dealing with models reaching 10mio polygons for a single car (you still remember those times with 120 thousand polygons on rubens, when a tire looked like it had eight edges ;-) ). One can get around sharable contexts by using cached pixmaps but this soon gets very ugly and you have to upload on a material basis once a material is selected/changed so there is a very noticable delay when compiling the shader and uploading the texture. The second one is a speed issue, we would like to upload/compile the shader within shared contexts in parallel threads to speed up the startup phase. We got the hint from nvidia that something like this should be possible since the compiling is a driver thing and not a gfx hardware operation. Since we are dealing with quite a few shader (in future of course much more) at the moment the startup phase is getting longer and longer. Regards Matthias On Saturday 28 April 2007 04:43, Gerrit Voss wrote: > Hi, > > On Fri, 2007-04-27 at 10:01 -0500, Dirk Reiners wrote: > > Hi Matthias, hi Gerrit, > > > > Gerrit Voss wrote: > > > Hi, > > > > > > On Fri, 2007-04-27 at 10:48 +0200, Matthias Stiller wrote: > > >> osgHello, > > >> > > >> we have a scenario that would require a shared context between > > >> multiple windows (saving quite a lot of time and big texture > > >> resources). I know OpenSG has the policy to create a new context > > >> for each window. Are there any ideas or maybe anyone that > > >> already succeeded in finding a way how to do it ? Our own > > >> approaches did not lead to a usefull result. Anyone else seeing > > >> this as a helpful option to control context sharing or not ? > > > > > > use the passive stuff and do you own context handling. > > > > Well, that's a good start, but it's not quite that easy... > > > > They want to avoid upload textures multiple times, so you need to > > share the GLObjects between Windows. I guess you could do it by > > moving those into a separate class that can be shared between > > multiple windows. But there might be some hidden pitfalls there. > > if you use more than one window yes. I was more thinking along the > line of using one window and for the rest of the views just run over > the couple of viewports you need. So all you have to make sure is to > use the window first to update all the globjects involved. > > gerrit > > > > --------------------------------------------------------------------- >---- This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users -- +---------------------+----------------------------+ | VREC GmbH | | | Matthias Stiller | | | Robert-Bosch-Str. 7 | tel: +49 6151 4921034 | | 64293 Darmstadt | web: http://www.vrec.de | | Germany | mail: [EMAIL PROTECTED] | +---------------------+----------------------------+ ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
