Good news, problem fixed. I upgraded the nvidia gfx drivers and voila it worked 
with no modification of my code. I should have checked this first, but I got 
lost in graphics contexts, multi-GPU and was certain that it was a bug in my 
code. Sorry  [Embarassed] 


robertosfield wrote:
> Hi Endre,
> 
> On Thu, Apr 2, 2009 at 12:56 PM, Endre Lidal < ()> wrote:
> 
> >  Yes, that is correct. What I did was to run the my application unchanged 
> > on the multi-GPU computer, expand the application window by dragging the 
> > window sidebar cross all 4 displays. Everything except the textures that 
> > are affected by my subloading is working. For instance my "skybox" is 
> > rendered correctly on all 4 displays. B.t.w. it is an xwWidget application 
> > if it matters.
>  
> If you are using a single window then you'll have a single graphics context, 
> but the OS/OpenGL driver will be cloning it in some way the kid on that you 
> have a single context across both contexts.   While this might seem 
> convenient it sucks for performance.
> 


You are right, Robet, it's all in the driver on Windows. I have not been able 
to verify if performance is low or not doing it this way. I may post a follow 
up on any findings I do regarding performance as I think this will be important 
to sort out.


robertosfield wrote:
> 
> 
> The right way to do multiple graphics cards to open up a single graphics 
> context for each graphics card, and use the OSG's master/slave camera support 
> in osgViewer to do all the threading/context management.   I've heard from 
> Windows users that Windows might still be cloning contexts though.
> 


Back to my initial question, are there any example or documentation on how to 
do this? I'm still little lost...


robertosfield wrote:
> 
> Personally I'd recommend using unix to do multi context work as X11 provides 
> much better specific context of contexts assignment to GPUs.
> 


I know... If only life could be that easy and I was free to choose.
 

robertosfield wrote:
> 
> The driver is playing games, hiding the fact that there is really two 
> graphics contexts doing the work, but only one at the application level.  It 
> sounds like it's mostly doing this approach successfully but fails with your 
> subloading.  So it's basically a driver bug, there won't be anything you can 
> do about it on the OSG end with your current viewer/graphics context 
> configuration.
> 


Spot on I guess ;-)

Thank you Robert for sharing your time and pointing me in the right direction.

Sincerely,
Endre

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http://forum.openscenegraph.org/viewtopic.php?p=9709#9709





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