JP beat me to my reply. ;)

On 12/6/2011 8:04 AM, J.P. Delport wrote:
>> 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.

  I like using FBOs as they are kind of the newer cleaner way of doing things, 
especially
if the work stays on GPU. I don't know if FBO GPU->CPU read speed is any faster 
than
PBuffer, I suspect they'd be the same.

>>> 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.

  As JP says, you can share the graph(s) or portions of them.

>> 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?

  Each camera is already a subclass of Transform:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html

-- 
Chris 'Xenon' Hanson, omo sanza lettere. [email protected] 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
    "There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen
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