Let me just make a small correction here and I will keep the scope of my answer within the bounds of Producer. Producer::Cameras are perfectly suited to do single threaded camera operations. There is no increased overhead or functionality within the Producer::Camera class itself that would make it less useuful or perform less than when it is used in a multi-threaded environment.
Producer::Cameras use an architectural positioning that makes them suitable to use in multi-threaded environment. But there is no pentalty as such if used in a single threaded environment.
If you want a real comparison, I'll take it off of this list and on the Producer-users list.
-don
On 11/6/06, Paul Martz <[EMAIL PROTECTED]> wrote:
What is the difference between the osg::CameraNode and the Producer::Camera? If there is no such big difference, I could use a Producer::Camera and do a postDrawCallback.Let me take a crack at this; if I'm wrong, I'd like to be publicly shamed so that the correct answer will be engraved into my head.My understanding is that Producer::Camera (and CameraGroup) is/are excellent for multithreaded rendering (with the traversal in a separate thread) and also for rendering to multiple displays (each with their own graphics card). osg::CameraNode, on the other hand, is well-suited for render-to-texture applications in which you'd like the offscreen rendering to be automatically culled if the results are not needed for the final rendered image.Paul MartzSkew Matrix Software LLC303 859 9466
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