Hi Paul,

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 Martz
Skew Matrix Software LLC
303 859 9466
 

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