Hi Stefan,

On Mon, May 18, 2009 at 3:21 PM, Stefan Eilemann <[email protected]> wrote:
> I'm wondering what the network load of such a distribution would be, and how
> one could cache the data. The beauty of the distributed scene graph is that
> on a static scene virtually no data has to be transmitted. It seems to me
> that the distributed render graph at least needs to transmit the equivalent
> of display list ID's.

Yes, a distributed render graph would be kinda equivalent to
distributing display list ID's.  One would be tied to display lists
though, immediate mode would be support far more efficiently that can
be achieved with distributed GL implementations as the data that is
dispatch to the graphics card is held on the slave, and only updated
when needed.

The distributed render graph should be considered a step up from
distributed GL's, but it's not as efficient as a distributed app
approach where you distribute just high level commands.  A distributed
scene graph would probably sit in between these two in terms of
efficiency, at best it might be as good as a distributed high level
app, at worst it could be worse than the distributed render graph (in
cases where they are many dynamic nodes.)

Robert.
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