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.
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>
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