Hi Niel

I have not tried this myself, but I remember that support was added for
manually handling the render loop.

OSG will default to a render loop that follows your screen refresh, and if
this is forced off it will redraw as fast as possible. But i think there is
support for handling when to initiate the redraw from within your
application. If you do this CPU usage should go down drastically if you
don't have to redraw often.

There should be some discussion of this on the mailing list, but I don't
have a link so you will have to do the digging yourself.

Brgs.

Ralf Stokholm
http://www.arenalogic.com

On 19 February 2011 19:15, Neil Neilson <n...@nlneilson.com> wrote:

> Hi,
>
> What can be done to reduce CPU usage when the image is not being
> changed/updated?
>
> After trying the examples using a pre-built 2.9.9 and the latest from the
> SVN built with VS10 the CPU usage is high.
> On a dual core one is nearly max and the other core is minimal.
>
> With an app that much of the time may only call for an update or redraw
> once a second then it seems a double buffer
> could display the stationary image with minimal CPU.
>
> This is something I have not had to tinker with since what I have used
> before this was build into the SDKs.
>
> I am new to OSG (and osgEarth) so this issue may have been brought up
> before but could not find it.
>
> Thank you!
>
> Cheers,
> Neil
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=36859#36859
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Ralf Stokholm
Director R&D
Email: a...@arenalogic.com
Phone: +45 28 30 83 52
Web: www.arenalogic.com

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