>>>       We are using SceneView from OSG 1.2 and VR Juggler in a
>>> multiple render thread environment. We are using the
>>> osgUtil::UpdateVisitor to update the graph in a serial
>>> portion of our code. SceneView::cull and SceneView::draw are
>>> called from each rendering thread. In this configuration we
>>> often see the displays flash the clear color on a random
>>> basis. We are setting the clear color through the use of a
>>> ClearNode and we clear the depth buffer at the beginning of
>>> the draw function.
>>
>> Hi Doug -- Just thinking of this in OpenGL terms, the dreaded "blank
>> screen"
>> can have many many causes.
>>
>> One possible explanation: The cull traversal on one of the displays
>> randomly
>> thinks that everything is culled. This could be due to a configuration
>> issue
>> for the camera controlling that display, the modelview/projection
>> matrices
>> are bogus and/or the view volume used during the cull traversal isn't
>> set
>> correctly. You might consider hacking the code to dump such information
>> out
>> per frame. Yes, it will generate gobs of output, but if you do a short
>> run
>> and see a flash, then examine the debug output, any one-frame
>> irregularities
>> should jump out at you. If nothing shows up, then the problem is
>> somewhere
>> else.
>>
> If I make the SceneView::cull call guarded with a mutex then the problem
> goes away. I printed out the frustum values and view matrix and nothing
> seemed to be wrong there. Any ideas on what might not be thread safe in
> cull or what I may be doing wrong with my management of cull settings?
> Also, this code is not using anything special in terms of hardware
> occlusion culling or the small feature culling.
>
>> The other thought I had relates to the ClearNode. Does the problem go
>> away
>> if you eliminate the ClearNode and just let SceneView do its own
>> clearing?
>>    -Paul
>>

I am still seeing these problems with the osg HEAD as well. Any more
suggestions on things to try or look into?

Doug

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