Hi Julien, There are whole range of different ways to load balance, what route is best will depend entirely on the nature of your data and your requirements. All we know so far is that it's "expensive", done off screeen and doesn't need to be high quality. The generality of the problems means we can't provide any specific advice.
The most general way to load balance with scene graphs is to use Level of Detail nodes, LOD's - these need to be built into your scene graph when you create it. You can use the view's Camera's LODScale to adjust the which level of LOD child is selected for each view. Whether LOD's at all appropriate for you particular usage case I absolutely cannot say as I really know next to nothing about the problem you are trying to solve. As I mentioned that are plenty of other ways of manage the load but I'm not about to write a book for you based on no information. If you want help you'll need to be specific and not wave your arms vaguely around, please tell us what you scene graph consistents of and the nature of the rendering you are wanting. Robert. On 30 September 2014 15:02, Julien Valentin <julienvalenti...@gmail.com> wrote: > Hi, > I'm doing a lot of offscreen renderings that are very expensive and "not > so important" for the image to appears good. > What would be the best way in order to limit the rendering framerate of > these in order have more time for "more important" rendering? > > My idea was to override a geometry and control the rendering to the > framebuffer with a timer in it, but if there's a more convenient way to do > this i would be glad to know it > Thank you! > > Cheers, > Julien > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=61212#61212 > > > > > > _______________________________________________ > osg-users mailing list > firstname.lastname@example.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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