Hello everyone !

Robert, in fact I found exactly where the problem comes from:

Above my star object (so all my points in a geometry in a geode) I added an
osg::Camera

On this camera I have an event callback, and in this event callback I used
to set the Camera viewport and graphics window to be the same as the master
camera (except that: 1. I doesn't make sense with a CompositeViewer since we
have 1 event traversal for possibly many View, and 2. Now I know this is
pointless anyway since a sub camera will retrieve the parent camera viewport
if it doesn't have its own (and I assume it's the same for the graphics
context ?) )

Anyway, if I remove this event callback from that camera, everything is
fine, if i keep it, I get this awfully long draw + GPU phases for at least
one View when I have two of them on the same scene.

Maybe you have an explanation for this ? But I just need to find a better
implementation for handling those stars anyway.

Manu.


2010/2/3 Robert Osfield <robert.osfi...@gmail.com>

> Hi Manu,
>
> I haven't tried osgEarth+multi-views+multiple-contexts like you are
> attempting so can't offer to much insight.  In your investigation one
> thing you could try is instead of creating two windows/two graphics
> contexts, is to create a single window/graphics context and then have
> the two views share this window using separate viewport to what
> portion of the window is dedicated to each view.  Using a single
> graphics context will drive both the OSG and the graphics/drover card
> more efficiently.
>
> To set the viewport just set the view's master camera to be attached
> to the window, and then set master camera's viewport to the
> appropriate portion.  Have a look at the osgcamera example to see how.
>
> Robert.
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