Hello Carsten, 

the ortho view is always on a separate machine.

I think the performance problem comes from calling render on both windows 
successive. I would expect that OpenSG finishes rendering the first window 
(syncin and waiting for the servers to finish) before starting the second as 
these calls are not asynchron.
The result is that if our CAVE has finished a frame our separate ortho view 
starts rendering. In theory this causes a delay between CAVE and ortho view and 
half fps for the whole setup. 
Hope our problem is clearer now. As rendering is done by servers it should be 
done in parallel for the CAVE and for the ortho view. I'll try to use a single 
MDW to render both.

For the other use case, desktop + orthoview, i'll try it too. Compared to CAVE 
setup, the desktop application window needs to draw a frame. If I understand 
correctly, if I use a MDW for desktop and add the ortho cam viewport to it, the 
orthoview will be drawn over my actual frame. Correct?
How can I avoid that? 
Do you think FBO can be a solution?

Best regards,
Michael

 
-------- Original-Nachricht --------
> Datum: Wed, 17 Mar 2010 09:58:19 -0500
> Von: Carsten Neumann <carsten_neum...@gmx.net>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] MultiDisplayWindow Problem (1.8)

>       Hello Michael,
> 
> Michael Raab wrote:
> > did you have the chance to investigate this issue in detail?
> 
> no, I'm afraid it did not get to it yet.
> 
> > Beside this we have a problem with the rendering time of the current
> "double window" solution as both windows are rendered after each other.
> > May you can give me a hint what might be a more suitable solution?
> > I'll try to describe what this is used for. We have a VR system that
> builds on OpenSG. At the moment we use a PassiveWindow to render on desktop
> systems and a MultiDisplayWindow to render in VE's like CAVE. We have the
> requirement to add a second orthographic view on a seperate machine.
> 
> is the ortho view always on a separate machine, or does that depend on 
> whether you run on a desktop or in a VE?
> 
> > As you know we're using MultiDisplayWindow to render this view beside
> the above named main application window.
> > Rendering is called successive for the two windows.
> 
> hm, what are 'the two windows' here? From your description above I would 
> expect that you have a client that has the MDW with a list of servers 
> and viewports for each of them (e.g. one for each side of the CAVE). 
> Adding the machine with that renders the ortho view should then be 
> simply adding another server to the MDW and a viewport for that server 
> that has an ortho camera instead of the usual perspective one.
> Not that this will so far not produce any images on the client machine, 
> that only happens if you set the client window of the MDW. In that case 
> the client renders a view of the scene locally - this is usually used 
> for things like navigation.
> 
> > I thought about adding an additional viewport with an ortho camera to
> our main window.
> 
> another viewport does not help with rendering performance, since they 
> are rendered one after the other. Given that you said the ortho view is 
> on a separate machine I'm not sure where the performance problem would 
> come from, after all adding another server to a cluster only increases 
> the bandwidth on the network (which you can avoid by using 
> broad/multicast for distributing the scenegraph).
> 
> > This could be straight forward if we are rendering for a multidisplay
> configuration but means in case of a desktop application that have to switch
> from PassiveWindow to MultiDisplayWindow, too. Does this have any
> disadvantages or performance effects?
> 
> I don't think there is any problem with always using a MDW and for the 
> desktop case. You simply don't set any servers, just the client window - 
> not sure if anyone ever tried/tested this case, but offhand I don't see 
> why it should not work.
> 
>       Cheers,
>               Carsten
> 
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