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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

