I forget to mention in my last email.  In my ponderings for a
OpenSceneGraph 2.x the issue of how to manage per context data
structures is something I have considered, and inclined to pull all
per context data out of the scene graph and into a Context data
structure, just like osg::State but containing a wider range of per
context info.

This Context data structure would manage OpenGL objects such as
display lists/texture objects/shader objects/program objects/state
objects/frame buffer object handles rather than the indiviual elements
in the scene graph.  There would need to be a singleton to manage
mapping between the scene graphs reference to these OpenGL objects, it
could be a simple is just a int used as an index into the Context's
local data, the key would be that each int would be unique for each
scene graph element, but each Context would store the context specific
value for it.

Things like extensions would be registered with a extension singleton,
and when contexts are built this would go to the extension singleton
and instance a new extension structure for that context from its
thread.

It may be that I go for such a design before OpenSceneGraph 2.x.
However, it won't be before 1.1.1 though ;-)

For now I would just like a simple and reasonably robust solution,
that does add undue overheads.

Robert.
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