Hi,

On 06/12/2011 15:01, bart gallet wrote:
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.

OK I see. You can still encapsulate an agent and its little part of the OSG graph.




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


What advantage does an FBO have over a pBuffer?
Depends... It can stay on the GPU and you can do some processing there. Output is a texture that you can use in different ways. pBuffer should work with camera nodes in the graph too.




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 share the graph, but each viewer will create its own graphics context. You can't share OpenGL objects between them then. I'm not sure if you can share contexts between viewers. I know you can share them between views in a composite viewer, or between cameras in the scene.




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?
Yes, you can just insert cameras into the main scene graph. For each camera you can control all settings, e.g. projection matrix etc. You attach the shared graph under the cameras.

cheers
jp




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

------------------ Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44226#44226





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