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

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