> 1) Is the CAVElib creating multiple graphics contexts? If so there you'll > need a GraphicsWindow on the OSG per context you can't reuse the > same window per context.
Sorry, forgot to describe CAVElib's behavior there. CAVElib will create a thread for each wall of the cave and thus a new context. Each of these threads will act exactly the same and call the init function once and then call frame followed by display. Using a few built in functions I can use if/else blocks to alter behavior based on the wall but it would have to be in the above three functions; I can just make the master wall update positions and what not. So, to answer your question a bit more specifically, there will be one embedded window for each context. > 2) Do you really need to use CAVElib? The OSG itself can render > to a cave just by setting up the Viewer slave Camera appropriately. > There is also integration with other 3rd party VR libs. Yup, for the present, I have to use CAVElib. I've ready many good things about vrjuggler and would love to use it but the clear time here would be around 6 months if I'm lucky. The project is due in a few weeks so that isn't an option at present. :([/quote] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43861#43861 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

