Hi Robert,

thank you for the explanation.

My use case is actually installing new nodes into the scene graph
(dynamically generated ImageStreams playing videos as needed).

I will be using update operations, but not necessarily using separate
threads for these. Although it would be interesting to see if the video
decoding could be shifted entirely to a separate thread - if the FFMPEG
plugin doesn't already do that).

Christian


2014-09-25 18:01 GMT+02:00 Robert Osfield <[email protected]>:

> Hi Christian,
>
> On 25 September 2014 16:35, Christian Buchner <[email protected]
> > wrote:
>
>> when looking at the osgViewerBase class I noticed a feature where the
>> user can install "update operations" that get executed once per frame.
>> addUpdateOperation() is the function I am talking about.
>>
>> I was wondering if this method of updating the scene graph has any
>> advantages over the classic methods of installing update callbacks, or
>> updating things during the update traversal.
>>
>> The only two OSG examples making use of this feature are the osgtext
>> example and the osgthreadedterrain examples. Internally within OSG the
>> function isn't used anywhere, it seems.
>>
>
> The osg::OperationQueue that manages the update operations is a thread
> safe container that allows you to pass Operations from other threads to the
> viewer so that viewer can call then during the update traversal.  Merging
> data built by a background thread is a good example of how one might use
> this facility.
>
> You can potentially do something similar with an update callback but it'd
> need to manage the thread safety etc.
>
> As conceptual note, scene graph Callbacks are really to do with the scene
> itself, such as animating an object, rather than viewer level operations.
>
> Robert.
>
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