Hi John,

If you have just one graphics context and one scene graph then their
should be just one database scene call.

Rather than battle things too much it might be best just to wait till
I have osgViewer::CompositeViewer working as it'll support multiple
independent views and database paging without any need for external
code to support it.

Robert.


On 1/3/07, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:



Hello and Happy New Year.

I have a question about the database pager. I have followed the
osgsimplepager example, but my program has multiple sceneview /
rendersurface pairs sharing a single graphics context. Each sceneview object
shares the same scene graph and they are rendered individually. If you are
familiar with osgsimplepager, it creates a framestamp in the renderloop and
allows a small amount of time for GL object creation / deletion. My question
is, how should the database pager be used in my case? Should I give every
sceneview a framestamp? Should I let every sceneview create / flush GL
objects? I have a feeling that this is unnecessary and expensive. Is it
enough to simply call the cull and draw methods?


        sceneview->cull();
        sceneview->draw();

Lastly, since my sceneviews and rendersurfaces share context, is it
necessary to execute makecurrent() ?


Thank you all, and may OSG have an even bigger year than last.
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