Hi Robert, Ah ok, so the GraphicsContext::Traits::sharedContext doesn't share the actual context, but allows object sharing between contexts. Thanks for clearing that up for me, I think this changes what I am looking for.
The reason that I am looking into this, is because of the following measurements. In all tests, the screenspace view sizes and rendered objects are the same. 1. 6 views in one window (singlethreaded) 24.3 fps 2. 6 views in one window (multithreaded) 46 fps In these two tests, we have 1 context and 1 draw thread. Enabling multithreading almost doubles the performance. So, performing culling on another thread proves to be very effective. 3. 6 views in separate windows (multithreaded) 11.7 fps 4. 6 views in separate windows with context sharing (singlethreaded) 22 fps The last test cannot be done with multiple render threads, which makes sense. But I think (please correct me if I'm wrong), multiple separate cull threads should have no effect on it's correct operation. Looking at the performance difference between test 1 and 2, I am eager to see what culling on a different thread(s) would do here. So my question changes to: for test 4, is it possible to still use separate cull threads while we only use 1 draw thread. And if not, could you give us pointers on what should be taken into consideration if we want to implement this. Thanks! Cheers, Ben ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72376#72376 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org