Hi,

thanks for your (as always) really quick response!
I'm trying to achieve various things. As a simple example, I want to measure 
the time it takes to render 1 frame (CPU and GPU time).
For that, I used something along the lines of:


> //..
>         start = highPrecisionTimer.now();
>         viewer->advance();
>       viewer->eventTraversal();
>       viewer->updateTraversal();
>       viewer->renderingTraversals();
> 
> //at this point, I would need some sort of barrier (like joining all threads?)
> 
> glFinish() //make sure GPU is done, too.
> end = highPrecisionTimer.now();
> //...


But since I switched to ThreadPerCamera, to my understanding, this will no 
longer work. How would I go about something simple like this? Is there any 
example code I could look at regarding the graphicsOperation and barrier?

Thank you!

Cheers,
Philipp

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68003#68003





_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to