Hi JS, On Tue, Jan 13, 2009 at 7:01 PM, Jean-Sébastien Guay <jean-sebastien.g...@cm-labs.com> wrote: > Have you had any time to look into this? (I'm doing some gentle poking from > time to time, but my goal is just to follow up, not to try and affect your > priorities in any way...)
I couldn't find the cause or any workaround. I tried a range of things to try and characterise and track down the cause of bug but came away without any better idea then when I started. In osgViewer/View.cpp I implemented proper setup of the number of context supported by the scene which was one bug, but this didn't effect the crash we are seeing with many contexts open. I don't know what else to try on the OSG side, and suspect a driver bug. A different tack completely would be to use SingleThreaded and implement swap groups so that all the windows swap at the same time. This would like fix the performance issues and avoid problems with thrashing the drivers so hard. For your particular usage model the only reason that you are using threading is that the driver is swapping on each swap call sequentially, not that you have multiple GPU's that you want to drive multi-threaded. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org