Hi all -- I've been inactive with OSG lately, but from time to time get
called back. Given my lack of recent experience, I would appreciate your
help with this issue.

I have a multicontext/multidisplay app that needs to compute a uniform
during cull, and it will have a different value for each context/display.
Computing the uniform value is straightforward, but actually executing the
uniform per-context during draw is somewhat difficult.

I can't simply store the uniform in the Node's StateSet, for example,
because doing that during cull is not thread safe.

Ideally I would store the uniform in a vector indexed by context ID, but I
don't have a context ID during cull.

Would it be feasible to store the uniforms in a map indexed by RenderStage
address, then execute the uniforms from a Camera per-draw callback?

Assuming I use a per-context or per-RenderStage container to store the
uniforms, how do I initially grow that container in a thread-safe way
during the first frame?

What are other people doing in this situation? Thanks in advance for the
advice.

-- 
Paul Martz
Skew Matrix Software LLC
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