Hi Forest,

The osgViewer's DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext models both overlap the update
and cull with the draw dispatch.

As for you cull and draw times being large, it most likely down to a
poorly conditioned database.  There are lots and lots of tricks one
can do to optimize scene graphs - a topic that has been covered lots
of time on osg-users so have a dig through the archives.

Robert.

On Fri, Nov 28, 2008 at 8:21 AM, forest37 <[EMAIL PROTECTED]> wrote:
>  hi all,
>     I find that when I have a large scene to render,the cull and draw time
> is so long that the program can't be interactive.I an wondering whether
> there is a processing model which processes the cull and draw time
> simultaneity.That is to say the first frame's draw() runs in the second
> frame .there is a picture "Figure 6 - Multithreaded phase model for
> multidisplay system with CULL and DRAW as separate threads" in the article
> "A New Processing Model for Multithreaded, Multidisplay Scene Graphs" at
> http://andesengineering.com/OSG_ProducerArticles/OSGMP/index.html
>     Is there a thread model in osg can achieve that?
>     Thanks in advance
> best regards
> forest
>
>
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