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