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
>
>
>
>
>
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