well well well, I'm wondering if this could be related to one of the previous thread on this list called: "OSG seems to have a problem scaling to multiple windows on multiple graphics cards" :-(
I'm currently diving into the GraphicsContext operations code, but I doubt I can find any clear evidence that: "this is just the way it is supposed to work or not" so please, someone, correct me if I'm wrong here: => I assume that with a CompositeViewer, if I display multiple windows with one graphics context (<= one osg::GraphicsWindow) per window, and one camera per windows, then using a threading model CullDrawThreadPerContext should result in the Cull/draw phase to run concurrently and this should be visible when displaying the stats... ... or maybe it just doesn't work like that ? :-) Maybe the draw cycles must be sequential (just as the GPU cycles ?) but then what is the meaning for those threading models ? any clear description anywhere ? cheers, Manu. 2011/8/5 Emmanuel Roche <[email protected]> > Hi everyone, > > I'm currently trying to experiment with OSG multi-threading support in an > application: > > I have the following setup: > > - One app with 2 or more OSG rendering windows displaying the same scene (+ > different overlays, so nto really the same "osg::Scene" actually) > - I can choose to either use a shared openGL context or not for those 2 (or > more) windows. > - I run the app on a 2 screens computer with 1x Geforce GTX 480 > - The rendering is done using a CompositeViewer derived class with very > minor changes. > > The problem/question is: > > => I tried all the possible threading models, displaying the osg stats each > time: and there is just no change at all in the resulting > performances/reported stats: > > => All the cull/draw cycles still seem to be performed sequentially. > > So I'm wondering : what could I be missing here ?? > > Even when I don't use a shared context for instance: I would have expected > a setting such as DrawThreadPerContext to mean per "OpenGL context" Am I > wrong on that ?? > > Any idea what I should check first to ensure everything is OK for > multithreading to occur ?? > > Please see the attached image for the current stats I get. > > thanks for your advises guys ! :-) > > Cheers! > Manu. > >
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