By default OSG 2.x uses a Draw thread and Cull thread per draw context, so your already have multi-process unless you set tings to run single thread
As you do not define what a large scene, what frame rate you desire, it’s hard to say what the issue may be, and we have no idea of you hardware, memory, graphics, cpu, other things, window size, etc It highly likely you have a very flat scene graph that takes a lot of culling, you may simply have too much data for you systems capabilities, too many textures , you may be expecting too high a frame rate etc. I would suggest a search on the mailing list archives to look at discussion on how to optimize databases/models for real-time simulations there have been a lot of these discussion and search the web for the same Building Databases to run efficiently is a skill that has to be learned, and has to take in to all the components of your system, Memory, Graphics Card, Field of View, Near/Far Clip Plans, Screen(s) size(s), target frame rate, What the card can realistically handle, once you can quantify these things, then you have a estimate of the number of polygons you CAN have per frame. And this will chance for each different database When I taught Vega Prime/Creator classes I had a really nice spread sheet that you could place all these on other parameters in and it would tell you want your polygon budget etc was, unfortunately I cannot distribute this.. ____________________________________________________________________________ __ Capture the magic of Christmas this year see <http://www.capturethemagic.com/> http://www.capturethemagic.com ____________________________________________________________________________ __ Gordon Tomlinson <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED] IM: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED] <http://www.vis-sim.com/> www.vis-sim.com <http://www.gordontomlinson.com/> www.gordontomlinson.com ____________________________________________________________________________ __ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of forest37 Sent: Friday, November 28, 2008 3:21 AM To: [email protected] Subject: [osg-users] Processing model 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 <http://popme.163.com/link/004584_1120_7027.html> 悬赏kfc3v3 球 衣
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