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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