Yes I see what you mean, but until now I've managed to use a context this wait with multiple osgUtil::SceneViews : you just need to be sure that those sceneviews don't overlap, then you may have a "main view" with a "normal frame rate" and auxiliary views changed only once per second for example...
To be honest, I don't think this is a good solution in fact :-) It would be a lot more appropriate (I guess ?) to use a render to texture system to build small textures updated at the needed rate and apply those textures on small quads... But I must admit I haven't take the time to look at this updated solution yet :-) Manu. 2007/6/1, Robert Osfield <[EMAIL PROTECTED]>:
On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote: > okay, and in this case, is it possible / tested to have multiple viewers on > the same OpenGL Context ?... You can multiple views that share the same graphics context, but you'll need to use a single CompositeViewer for it to ensure that the threads are sycronized. You also need to realistic, frame rate is governed by the swap buffers of a window, when you do swap buffers all cameras drawing to that window have to redrawn, you can't selectively say I just want swap buffers on one cameras viewport on that window. Robert. _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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