Hello Michael, On 02/10/2011 01:50 PM, Michael Raab wrote: > the problem is that I need to know each SHLChunk in my scene tree. > Imagine meshes are loaded and unloaded during runtime, I need to make > sure that all appropriate SHLChunk instances get the appropriate update > callback assigned.
hmm, your meshes are stored as .osb then or do you run some form of post-processing after loading? Either way, the SHLChunks have to be created at some point and other parameters must be added to them, can't you fit this in there? > Therefore the idea was to make this as generic as > possible, so the special shader parameters seemed to fit. ok, the problem seems to come down to how to distribute time. > Can you imagine another location where I could assign the system time, > that gets syncronized even in cluster mode, so that each SHLChunk can > fetch the correct value? the easiest way seems to me to update the parameters on the client and have the cluster distribution take care of getting it to the render servers. That way the time update is just like any other update of a uniform and no extra code is needed. Another option would be to create a custom attachment that stores the time, update that on the client and attach it to some easily accessible distributed object (ClusterWindow perhaps?). On the servers the special parameter code for the "time" would then need to access that attachment an get the time from it. Cheers, Carsten ------------------------------------------------------------------------------ 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