Hi all, we have the need to add a timer value to some shaders, that gets updated each frame. I was thinking about how this can be done without addtional overhead and found out that there are some special shader parameters like OSGWorldMatrix that get updated each frame automatically. In my opinion adding an additional special parameter like OSGSystemTime may do what we need. The thing I'm not sure about is how the time value can be updated consistently for distributed rendering environments (clusters) as each interested shader on each render server/client should use the same time value to produce consistent results. Looking at the parameter update functions that are actually in the SHLChunk class, they seem to receive there current values mostly from current RenderAction State. As far as I understand in cluster environments the RenderAction will be unique on each host, so assigning a time value on the clients RenderAction will be not synced to render servers. Asking for local osg system time will return some system specific time that is most likely different on each client/server, correct? Does anyone have an idea how to distribute the time value correctly to all interested SHLChunks?
Thanks & Best regards, Michael -- NEU: FreePhone - kostenlos mobil telefonieren und surfen! Jetzt informieren: http://www.gmx.net/de/go/freephone ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users