Robert,
Setting the viewer.realize to one thread per camera got me threaded again.
As for the SLI issue,  still tracking this down.  It might be related to a
cameranode ...(this is where I'm at in debugging this).

Thanks again for the feedback.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Friday, June 23, 2006 9:48 AM
To: osg users
Subject: Re: [osg-users] only 1 processor and SLI issue

On 6/23/06, Vincent <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Yes, using SLI with a pair of 7800s.  I'm still not sure what would mess
up
> the viewport where I need to call this every frame to keep SLI on.. (I
> actually call glviewport directly to keep it on).

Well if its SLI then there is nothing the OSG can do to multi-thread
things as is only targetting a single graphics context and its the
driver doing the splitting.

As for the viewport, you should never need to set this with an OSG app
as its apply its own viewport on every new frame.  I haven't got a
clue where or why you have your own glViewport, let alone why you
might find it neccessary.

> If we use GLUT to render our stuff, we don't have SLI issues and things
are
> spread over multiple threads, but to do this conversion right would take
> some time, and I would like to stick with producer for its capabilities.

Umm... GLUT is single threaded, so if you are finding more threads
being used then its all happening down in the OpenGL driver.

For single graphics context Producer doesn't offer a lot of GLUT, its
real strength is proper multiple threaded-multiple graphics context
system, on a single headed system it doesn't differentiate itself so
much - other than being configurable, have event handler properly
threaded out.... ok so there its lots of goodies still there for
real-time :-)


> I'll try the CVS version..

With SLI it'll make no difference, you arn't running with multiple
graphics contexts.

Robert.
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