Hi, I am also interesting in this topic.
How do you push 'dynamic" Uniforms at cull traversal ? Does it work well of multi-threading is activated ? Cheers, Gaëtan 2013/10/24 Aurelien Albert <[email protected]> > Hi, > > > > If you have just a single uniform value per context then I'd simply > place the Uniform on the each if the viiewer's osg::Camera's StateSet, such > that each Camera assigned to each Context gets it's own state inherited > down including the Uniform. > > > > > Some nodes have a cull callback. During the cull traversal, the callback > identify the current view/context > > and push the corresponding state set in the render graph, traverse the > children and pop the state set. > > > I have exactly the same needs, and I use the same solutions ! > > - Some of my "per-view" uniforms are "static" : their value never change > => those are added on viewer's camera's stateset > > - Some of my "per-view" uniforms are "dynamic" : their value change at > each frame (based on camera position, user settings, a specific object > position...) > => those are pushed at cull traversal : the view is identified from the > cullvisitor, specific value computation is done there and the uniform is > pushed. > > > Cheers, > Aurelien > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=56954#56954 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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