Hi Michael,

There is support in osg::State for setting a pointer to a bool that
you can set to get the drawing traversal to finish without completing
the dispatch of all the objects to be drawn.  See the
osg::State::setAbortRenderingPtr(bool*).  You can can get the
osg::State object for each GraphicsContext by context->getState();
You can get the list of active contexts from
viewer.getContexts(Contexts&).  See the include/osg/State,
include/osg/GraphicsContext and include/osgViewer/Viewer headers for
details of these methods.

I would add that is very old feature that is very rarely used, one I
haven't looked at for nearly a decade so I really don't know whether
it still works or not...

Robert.

On Thu, Sep 22, 2011 at 2:18 PM, Michael Shikin <[email protected]> wrote:
> Hi all!
>
> I have a problem with rendering. My application always render by demand. When 
> I start camera rotation it render in a draft quality (for better 
> performance), when I stop rotation it start to render in production quality. 
> But in this case application become frozen until end of rendering. Is there 
> any opportunity to abort production rendering if I want to rotate camera 
> again? Or may I render production quality picture in background thread and 
> draw it to screen only when it ready? I mean, my application never should be 
> blocked by rendering.
>
> Thank you!
>
> Cheers,
> Michael
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=42937#42937
>
>
>
>
>
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