Thanks!

Ralf Stokholm wrote:
Hi Brett
1&2) As far as I know the database pager is multithreaded regardless if osg is running multi or single threaded. Osg threading is related to threading of the cull and draw traversals.
3) How does the pager decide when to page something in?
My understanding is that this is based on the cull traversal if a pagedlod is (inside) the cull requirements based on the viewfrustrun and the lodscale of the camera. its children are loaded.

4) How does the pager decide when to page something out?
This depends on your sceme, when a given lod no longer fulfills the requirements to be in the scene it could be culled. The database pager pre 2.8 uses a sceme based on how much time has passed since the node last fulfilled the requirements to stay in the scene, in 2.8 the maximum number of nodes to keep can be capped.
5) How does the pager page something out?
Initially it is removed from the scenegraph and then the nodes are deleted (more likely they are dereferences and the ref_ptr takes care of freeing the memmory. Brgs Ralf Stokholm

2009/6/4 brettwiesner <brettwies...@gmail.com <mailto:brettwies...@gmail.com>>

    Hi,

    Just validating some assumptions about the database pager...
    1) Is paging in single threaded mode blocking? If OSG is in single
    threaded mode, will the pager load data and stop rendering or will
    it load in another thread anyway?
    2) If OSG is running in multithreaded mode will the pager load
    data asychronously?

    Now some real questions:
    3) How does the pager decide when to page something in?
    4) How does the pager decide when to page something out?
    5) How does the pager page something out?

    Thanks,
    Brett
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