Hi jp, thanks for your response

> 
> Must rendering happen in parallel, or just the processing by each agent?
> 


That was the plan - I thought this way I can easily swap in/out other agents.


> 
> You can consider FBOs and read back to CPU as well. 
> 

What advantage does an FBO have over a pBuffer?


> 
> Having many viewers means that you have a copy of all scene elements per 
> agent.
> 

I cannot share the same scene graph with multiple viewers (i.e. give each 
viewer a pointer to the same graph)? They have to be separate copies?


> 
> You can use a viewer with as many FBO cameras as you need, these can then 
> share the scene elements. 
> 

Ok, how do I control each camera? Can I put on the scenegraph under a transform 
node so that I can use a callback function to control each camera motion?


> 
> If you use FBOs you can just select the texture for the agent you want 
> and place it as a texture on a quad in the main camera.
> 


Like the idea


Cheers, bart

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