Hi Endre,

Just to be clear, do you have your app running across all displays right
now?   Is it just the subloading that isn't working?

W.r.t subloading, this the unknown variable that makes it difficult to
comment on.  The best I can say is that osg::Texture* maintains a seperate
OpenGL texture object for each graphics context.  Have a look at the
Texture*.cpp classes to see how these texture objects are managed.

Robert.

On Thu, Apr 2, 2009 at 10:46 AM, Endre Lidal <[email protected]> wrote:

> Hi all!
>
> I'm searching for information on how OSG behaves and possible should be
> setup in my application when running on a multi-display (4 monitors) in a
> multi GPU (2 graphics cards) PC running Windows XP. I'm using OSG 2.6.1. I
> have searched the forum/mailing lists and available documentation, but I
> don't seem to get the right information about how to do this.
>
> I have an OSG application that runs correct on a one GPU/graphics card
> system (with 2 monitors). The actual problem I'm seeing is the following: I
> have created a custom subload texture callback to speed up texture
> subloading (only subload the part of the texture that are actually updated.)
> This works fine on a 1 GPU system, but the texture is not subloaded on the
> displays on the second GPU. I have other textures that uses the default
> texture subloading and these works in both setups. Afaik the
> textures/texture objects has to be created and subloaded on both
> GPU/graphics cards in order to make this work. But here is my problem, where
> can I get information on how to do this?
>
> I would be grateful for any hints to my problem or any links to references
> about this. Thank you.
>
> Sincerely,
> Endre
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=9613#9613
>
>
>
>
>
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>
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