Also, I saw the discussion at osg-submissions about osgposter. Not sure I understand it correctly, but it suppose to have multiple camera rendering the poster .... or am I wrong ? Nick
http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Mon, Jan 18, 2010 at 1:38 PM, Trajce Nikolov <[email protected]>wrote: > 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 >> > >
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