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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