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 > > > ________________________________ > [广告] 重奖 悬赏kfc3v3 球衣 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

