Hi Tim,

On 5/6/07, Tim Moore <[EMAIL PROTECTED]> wrote:

I've gone a little way down this road, creating an extremely minimal
GraphicsWindowSDL that can't even do its own window creation or event
processing. It seems to work pretty well, after some minimal testing.



Cool. Is this what you have attached? Would it be possible to use this to
evolve the OSG's osgsimpleviewerSDL example?

However, I see a problem with the StatsHandler, the use of which is my
entire motivation for doing this. The stats handler works in
SingleThreaded mode, but in DrawThreadPerContext, which seems to be the
default on a two processor machine, I get:

Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test
failed, requires valid graphics context.
Segmentation fault

As far as I know, SDL doesn't have a notion of changing graphics context
- -- there's only one, that created with the rendering surface -- so I
created a dummy method for makeCurrentImplementation. Is it actually
necessary for the graphics context to be available outside of the thread
that implements draw?


In DrawThreadPerContext the rendering has its own thread, while event,
update, cull traversals are all done in the main thread.  The problem with
SDL is that its a bit brain dead when it comes to multi-threaded usage, let
alone multiple window usage.  SDL could support it with a bit of
developement.

It would probably be quicker just to add the missing features to osgViewer
as its graphic window support is far more capable.

Robert.
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