So, I'm still trying to get things built. I was cleaning up issues in the Xcode projects and Stephan beat me to it :) And I had to start over again.
Couple of things: First, for the Multi-threaded OpenGL engine, you should only activate it when you have multiple processors. (I noticed it has been commented out because of performance issues.) If you are on a single processor machine, you will likely see performance degradation. You should do a CPU count check at runtime and decide if you want to activate it. (This code is already in the osgsimpleviewerCocoa,) In well written OpenGL code with multiple processors available, the multithreaded engine usually shows huge performance benefits. (I know Doom 3 and World of Warcraft showed huge gains.) My sense is that OSG falls into the well written OpenGL code camp so turning it on is probably the thing to do.
So it looks like that the sharing of the contexts do not work correctly, perhaps because both of them are bind to a window. I'll try to find out more on this topic in the documentation / at developer.apple.com
Second, there shouldn't be any problem with shared contexts with views bound to separate windows (or whatever). The osgsimpleviewerCocoa does the extreme and has multiple windows and also multiple views within a single window. -Eric _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
