Hi Mads

On 15 June 2021 18:42:29 BST, Mads Sandvei <sandv...@gmail.com> wrote:
>> OSG already has a concept of stereo (which currently this code
>doesn't 
>interact with)
>OSG's multithreaded rendering works better with its own stereo method
>than 
>the slave camera method, so i would recommend integrating with this
>instead.
>For example, if a user uses DrawThreadPerContext, the main thread can 
>continue to the update phase of the next frame immediately when the
>last of 
>slave cameras have begun its draw traversals.
>With two cameras you get two separate traversals and the main thread
>may is 
>held up until the first camera is done with its draw, costing
>performance.

I'm not sure I follow this. Doesn't OSG's own stereo method use slave cameras 
too, or does it somehow avoid multiple cull traversals?

Cheers
James

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