> 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]

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