Hi Robert, it is not about performance thing. It is still about the light lobes. As in the sample application that was around the forum, it requires one depth texture per light lobe. So my wondering was (sorry if the is stupid, but it is coming from the old E&S school), if I can render those "Light Lobes" views into texture atlas to get around the texture limits, and as well if possible from different threads. What you think about this? Do you have some other suggestions, ideas?
At present the light lobes limitation is up to 7 lights since it uses the gl lights. Ok, this can be replaced with uniforms to get around this limitation. I am thinking now about the textures ..... Nick http://www.linkedin.com/in/tnick On Mon, Jan 18, 2010 at 12:04 PM, Robert Osfield <[email protected]>wrote: > HI Nick, > > On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov > <[email protected]> wrote: > > Hi community, > > what I am after this time is to have multithreaded rendering into texture > > atlas. Is this feasible with osg? Any thoughts, hints ? > > It's not feasible with graphics cards, OpenGL or by extension the OSG. > Paul mentions about the potential of sharing OpenGL objects between > graphics contexts, and the OSG does support this, but this wouldn't > enable you to get round the fact that the multiple graphics cards > won't be able to write to the an single FBO at the same time, nor a > single graphics cards writing to a single FBO in parallel. > > So my hint would be look to another avenue for performance improvement ;-) > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

