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
>
>
>
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