Hi,
thank you for your input. I've resolved the problem by marking a couple more
StateSets as dynamic.
Maybe it would be a good idea to include the threading + dynamic nodes hint in
the official documentation? Personally I wasnt aware that data variance
settings influence threading behavior. I
Hi Philipp,
The osg::Stats class can be used to collect stats on all the
traversals. Have a look how the StatsHandler gets the stats, see
src/osgViewer/StatsHander.cpp.
Robert.
On 5 July 2016 at 08:29, Philipp Meyer wrote:
> Hi,
>
> thanks for your (as always) really quick response!
> I'm tryi
Hi,
thanks for your (as always) really quick response!
I'm trying to achieve various things. As a simple example, I want to measure
the time it takes to render 1 frame (CPU and GPU time).
For that, I used something along the lines of:
> //..
> start = highPrecisionTimer.now();
>
Hi Philipp,
The ThreadPerCamera is just shorthand for
CullThreadPerCameraDrawThreadPerContext, which will explain a bit more
what's actually happening - it's meant to allow the draw thread to
progress in parallel with the next frame.
There is a mechanism built into the backend to hold back the ne
Hi,
I'm using multiple cameras and want them to render the scene in parallel to
increase GPU load. For that, I set the threading model of my Viewer to
"ThreadPerCamera".
That all works fine, however, I'm facing the issue that the viewer seems to
begin the next frame before the current frame is
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