I guess I'd better get started on making it then :) The scenes are rendered to FBOs so they're not tied to any particular window/context or display method. The scenario is that a user will set one scene to be rendered and sent to an external display system at 60fps. Once the first scene is rendering the user can request a preview of a second scene. When the preview is ready the user can seamlessly switch the system to rendering and sending the second scene at 60fps. As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? Thanks for your help
On 18 November 2010 17:33, Robert Osfield <[email protected]> wrote: > Hi Michael, > > On Thu, Nov 18, 2010 at 5:08 PM, Michael Platings <[email protected]> > wrote: > > Hi Robert, > > is there an equivalent of IncrementalCompileOperation for drawing a scene > > graph? > > No. > > > My precise problem is as follows: In my application I have 2 scene graphs > to > > be drawn concurrently - the primary scene graph must be drawn at a fixed > > frame rate of 60fps, the secondary scene graph can take a couple of > seconds > > to draw. The problem is that drawing the secondary scene graph interferes > > with the frame rate of the primary scene graph. Is there something like > > IncrementalDrawOperation to draw subsections of a scene graph until an > > allotted amount of time has been consumed, or do you know of a better > > solution? > > You are the first person in the whole history of the OSG to ask for > incremental rendering ;-) > > Do these two scenes get rendered on two separate windows? Does the > scene scene get rendered to a texture? I'm curious on just how you > see these two scenes working. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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