Hi Joshua,

On 14 November 2011 15:38, Joshua Cook <[email protected]> wrote:
>
>> 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.

GraphicsWindowEmbedded is designed to be used with single context,
single threaded applications, not multi-threaded multi-context
applications like your are describing.

osgViewer itself is designed to run multi-threaded multi-context and
it's own native windowing support provides CAVElib like functionality
out of the box - you simply create slave Camera for each of the faces
of the cave.

Given that the OSG does what need already I would asks very
specifically, what about CAVElib do you need to use that the OSG
doesn't already provide.  This is key as right now you are wasting
time on stuff that to me seems like going the wrong direction.

Robert.
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