Thank you for your question and answer. The problem has been solved.I work
in a closed environment.Cannot provide code.
I would like to ask how to solve the problem that after OSG thread
rendering, when the UI thread display will cause thread lag.
void osgQOpenGLWidget::paintGL()
{
OpenThreads::ScopedReadLock locker(_osgMutex);
if (_isFirstFrame) {
_isFirstFrame = false;
m_renderer->getCamera()->getGraphicsContext()->setDefaultFboId(defaultFramebufferObject());
}
m_renderer->frame();
}
在2021年2月8日星期一 UTC+8 下午9:30:15<[email protected]> 写道:
> On Mon, 8 Feb 2021 at 13:21, [email protected] <[email protected]> wrote:
>
>> system win10&osg3.6.4
>>
>> //Modifying the depth test sequence doesn't seem to work
>> setRenderBinDetails(1001,"DepthSorteBin");
>>
>
> There isn't any specific advice we can provide as you've provided no
> specific information about the problem bit of your scene graph, all we have
> is a screen shot with a random white quad circled.
>
> The best I can suggest is to look at your database in a modelling tool and
> remove the offending bit of geometry/triangles. That assumes the problem
> is with some geometry in your scene.
>
> However, you don't provide any information that we can use so my
> suggestion is just a random guess as to what might be wrong. You really
> have to try and provide a clear explanation of what is your scene graph and
> where the problem might be in this scene graph.
>
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