Which version of the OSG are you using. For 1.2 I made a bug fix to RenderStage to allow it to handle multiple graphics context pbuffer better, prior to this it would crash.
When sharing contexts with FBO's you are on the bleeding edge, I haven't tried it before. I have a dual core/GPU machine right here that I do tesing/development on, and CamareNode works fine handling multiple graphics context, but I haven't tried sharing context. Shaing context across GPU's results in problems with OpenGL drivers though, so its recommend. On the same GPU it should be fine though, but perhaps you are coming across probelms with this.
Finally threading could be an issue with sharing, if you have two rendering threads running at the same time, updating/use the same GL objects you are likely to have problems, they only safe way to do this right now is single threaded.
Robert.
On 10/6/06, Jason Beverage <[EMAIL PROTECTED]> wrote:
Hi,
I have 2 viewers (based off of osgsimplepager) that are looking at the
same scene graph which is an OverlayNode that contains a terrain model
among things. I'm drawing various geometry in the OverlayNode like grid
lines, etc.
The issue that I'm having is that my application works fine on my
desktop machine (NVidia GeForce FX 5200), but only if I share graphics
contexts using RenderSurface::shareAllGLContexts(true). This machine is
falling back to using the PBuffer implementation of CameraNode. If I
don't share contexts, only one window gets the updated overlay.
I have a laptop (NVidia GeForce Go 7900 GS) that uses FBO in the
OverlayNode. Things work on this machine only if I don't share graphics
contexts. Well, they work for awhile until one of the windows freezes
up.
I guess my question is: What is the correct/safest way to share the
contents of an OverlayNode between multiple windows?
Thanks,
Jason
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