Hi Jannik, Right now you can multi-threaded the viewer level Camera's that you assign to each GraphicsContext, but there isn't threading support for osg::Camera in the scene graph such as the ones used by osgShadow.
One potentially could implement threading for in scene graph Camera's but it'd get pretty complicated to make sure all the shared data structures are properly managed. If it were trivial to do we'd have already done it :-) As for the performance improvements, it all depends upon what the bottleneck is, it might help, but it might not make any difference whatsoever, it'll all depend upon the scene being handled. Robert. On 16 May 2015 at 22:28, Jannik Heller <[email protected]> wrote: > Hi, > > I'm running the osgshadow example and noticed that no extra cameras (beside > the main one) are to be seen in the stats handler. > > Why is that? > > I'd assume the light's view point is essentially a Camera, so why not handle > it as one? Assigning a separate cull thread to each shadow map (with the > CullThreadPerContext thread model) could increase performance by a lot, I > imagine. Even more so with split shadow techniques, where each split needs > another cull pass. > > Has anyone tried multithreading osgShadow in this way? Am I overlooking > something obvious? > > Thanks, > Jannik > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=63748#63748 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

