Hi Robert,

Thanks for the explanation. I'm still puzzled by the question which elements can be updated in the update-phase without setting them to dynamic. I always was under the impression, that the update is performed before cull/draw are actually executed. Right now I need some thread safe "time slot" to change the scene graph in terms of inserting nodes, updating transforms etc. I guess it is totally okay to do this in the update callback/operation. But for changes to images, text, an arrays of drawables I need to set them to DYNAMIC if I understood you correctly. So basically what I got is, that I could put the draw of those elements as far to beginning of the draw as possible.

As for the double buffering: Can it be done at drawable level? Like swapping the front/back drawable back and forth, effectively doubling the geometry/image space needed?

Cheers
Sebastian
Hi Robert,

On 23 October 2015 at 12:36, Robert Milharcic <robert.milhar...@ib-caddy.si <mailto:robert.milhar...@ib-caddy.si>> wrote:

    First of all, I didn't know that cull and draw traversal can
    execute in parallel on a single scene. I always thought that cull
    and draw can only execute sequential (serial) in all available
    threading models. Anyway,  what I know for sure is that update and
    draw traversal can indeed execute in parallel within some
    threading models, and that is the reason why we need DYNAMIC
    variance, to tell drawing thread it must process dynamic elements
    first, and then immediately allow execution of the update
    traversal in a main thread while STATIC elements are still being
    rendered in a draw thread. I also suspect that next frame cannot
    start before all the static+dynamic elements are rendered. If I'm
    correct on this one, then few DYNAMIC elements should not affect
    frame rate at all, because there is plenty of time to do the
    processing while STATIC elements are still being rendered.


With the DrawThreadPerContext and DrawThreadPerContextCullThreadPerCamera threading models the static part of the rendering can be done in parallel with the next frame. You guess this correct.

The one thing I'd add is that the OSG itself doesn't attempt to sort DYNAMIC objects so that are drawn first. You can set up your StateSet::RenderBinDetails to force the dynamic objects to be drawn first, but you can only do this for objects that don't affect the rendering of other objects, or are affected by what is the fame buffer already.

In the case of text it has to be placed in the depth sorted bin which is drawn after the main opaque bin, so if there are text objects set to DYNAMIC then you stop the next frame from start till the end of dispatch of the last depth sorted dynamic object. This may well be very near the end of the draw dispatch so you come pretty close to nullifying all the capacity for running the draw thread in parallel with the next frames' update and cull traversals. This is likely the situation for Sebastian.

Using double buffering of Text object's is probably the best way to avoid updating a Text object while it's being drawn, allowing the Text DataVariance to remain STATIC. Such double buffering could be done a custom Node that has two Text objects, one for current frame being updated, and one for the previous frame still being rendered.

Robert.




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