Hello All,
maybe someone can point me to example or osg-users discussion where data
computation is done in parallel to scene rendering. Maybe someone has
done similar stuff before, I could not find the right answer after
searching in osg example code.
I want to realize a pure OSG based application , where a compute thread
is using compute shaders, updating data stored in BufferObjects stored
in GPU memory. This thread must run very straight at high and
predictable framerate for numerical precision.
In addition, the app will have one or multiple viewer threads,
rendering the scene at fastest possible framerate. The visual scene will
use the data stored in GPU memory that is updated by the compute thread
for rendering (avoiding data transfer to host and back).
I see that osg viewer.frame() is dispatching rendering of the scene ,
but fastest possible framerate is given by viewers framerate. Is there
a way to realize a thread that doesn't depend on viewers framerate for
fast and predictable computation ? I expect that my viewer threads will
run at 20-60 Hz, but the compute thread must run > 60 Hz, eventually
locked to some given framerate.
Thanks for some info!
regards, Markus
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