Hello Robert,

Thanks for the answer.  Actually, getting two osg::State is
what I am looking for.
One of the viewer is a true viewer displaying a scene graph
the other is running a parrallel terrain generation. The
latter should not break the first.

I have seen that osgTerrain::DataSet has a
setState(osg::State*) method but was not able to use it
properly. Is there a way to create an independent graphic
context without going for a full osgProducer::Viewer.

I also had a look at the osgcamera example but it currently
does not work on my machine (Error while redimensionning
texture because the OpenGL context is not valid) and it is
written in the source code that it is not stable yet.  It
looks like  another level of abstraction for the OSG runtime
and camera without using Producer. Is that right?


Antoine

---------- Initial Header -----------

From      : [EMAIL PROTECTED]
To          : "osg users" <[email protected]>
Cc          : 
Date      : Fri, 23 Jun 2006 14:42:32 +0100
Subject : Re: [osg-users] 1 process, 2 viewers

Hi Antoine,

Is there a reason why you can't use two Camera's in a singe
viewer, or
just use an OsgCameraGroup and manage things yourself.

Also do the viewers share the same graphics context?  If not
then
you'll need to ensure they use the seperate osg::State
objects for
each context otherwise the OSG will only have one buffer of
display
lists/texture objects for two seperate graphis context and will
certainly prodcue artifacts like you describe.

It should be possible to modify things, but having two seperate
viewers running sequnetially is a bit of hack.  However it'd
be better
to have just one viewer with multiple windows and let 
osgProducer
automatically manage the seperate osg::State for you.

Robert.

On 6/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Hello,
>
> Is it possible to run in the same process (same application)
> but on two separate threads, two osgProducer::Viewer
> instances (1 scene graph/viewer) ? I did some trials and it
> works more or less but:
> - it happens that text objects (osgText::Text) have no texture
> - for some reason large LODs like bluemarble are not working.
>
> Thanks,
>
> Antoine
>
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