Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-26 Thread Heiko Schulz
Hi,

at least from my point it sounds good and resonable. These are features really 
missing and will not only keep FlightGear up to date aganinst the commercial 
sims- it will make it better. 

 
 This proposal is a little vague; the specifics need to be
 worked out
 when the CameraGroup is implemented and FGViewer is changed
 to use it.


But I wonder how long you need for all this, and what happens to all the other 
things you announced? Shadows, shader library...
I know you are the only one in the moment beside Till Busch and Stuart ??? who 
are working on the OSG-part of FlightGear.
Don't understand me wrong: these changes you want to do are important, so we 
can be very lucky having someone like you working on that. 
...
 
 Future Possibilities.
 
 The cameras in a camera group don't need to render
 directly to the
 screen. They can render to a texture which can be used
 either in the
 scene, like in a video screen in the instrument panel, or
 for distortion
 correction in a projected or dome environment.
 
 Open Scene Graph supports a CompositeViewer object that
 supports
 rendering from several widely separated viewpoints,
 complete with
 support for multiple terrain pager threads. We could move
 to
 CompositeViewer and support simultaneous views from e.g.,
 the tower, AI
 models, drones, etc.

Yes, that are rhings very important. So from my point of view as mostly user 
and 3d-modeller there is nothing against as long the perfomance doesen't 
decrease too much. 

Regards
HHS


  __
Gesendet von Yahoo! Mail.
Dem pfiffigeren Posteingang.
http://de.overview.mail.yahoo.com

-
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://sourceforge.net/services/buy/index.php
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Help needed with multi-screen

2010-03-20 Thread Tim Moore
On Fri, Mar 19, 2010 at 3:41 AM, Kavya Meyyappan
kavya.meyyap...@gmail.comwrote:

 Dear FG members,

 I have just been trying out the multiple screen feature in FG. I found that
 the GUI camera (including the menu bar, hud and 2D panel) appears in only
 one of the windows. Is there any way I can make the GUI to appear in all the
 windows? Actually I want to be able to view the hud and 2D panel in all the
 windows.

  No, there's a limitation in Plib that forces the GUI to be drawn on one
window.

 Also when I change the view in any one of the windows, the view changes in
 the other windows as well. Is it possible to make the windows independent of
 each other. I want to display the cockpit in one window at all times, in the
 second window I want to be able to shuttle between helicopter / chase or
 model views.

 Also I have observed that in the second screen where I'm displaying lets
 say the Helicopter view the aircraft remains static while the environment
 moves. This is because the cockpit view in my Master screen is defined as
 'lookfrom'. Can I define 'lookfrom' for one screen and 'lookat' for the
 other screen.

  Neither of these are supported at the present time, but it would be a good
project. We would have to start using a different OSG class,
CompositeViewer, to support multiple views from independent view points. Our
terrain pager would need a complete overhaul to use the PagedLOD scheme of
OSG, and the Flightgear view manager would need to be aware multiple active
views.

Tim
--
Download Intel#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread Tim Moore
R. van Steenbergen wrote:
 James Turner schreef:
 Yeah, that's an absolute non-starter, same as the OpenGC code - low  
 level OpenGL will not be flexible enough, or efficient in the OSG  
 scene-graph, is my perception. I hope Tim Moore will pitch in with his  
 opinion on the best way to do the OSG integration, separate camera  
 feels like the best choice to me, but I need to think about the details.

 James
   
 I fear, though, that in some way you are going to have to fall back to 
 the rendering of very basic geometry (points, lines, rectangles) because 
 they are the basic make-up of a 2D vector display.
Lots of interesting issues here.

Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the existing 
examples we have of a custom glass instrument. The weather radar does work in 
FlightGear OSG; there isn't any weather yet, but it can show other aircraft 
traffic and is the basis for the ATC radar. od_gauge.cxx uses the method that 
would be used for any glass instrument: an osg::Camera that is bound to an 
off-screen render target, i.e a texture. The texture can then be used anywhere 
in the scene.

You can integrate arbitrary OpenGL code with an OSG application. It is most 
friendly to setup and change all OpenGL state using OSG's StateSet mechanism, 
but even that is not necessary. We use the GUI code from PLIB, which doesn't 
know anything about OSG. See the SGPuDrawable class in Main/renderer.cxx for 
the 
implementation. The one catch is that OSG has a strong notion of separation 
between the update of a scene and its rendering, and that might not play well 
with arbitrary existing OpenGL code.

If a vector description of instruments is the way to go, then you should look 
at 
using SVG with OpenGL and OSG. The big player here is cairo+glitz, but the last 
time I looked at this it was hard, perhaps impossible, to coax glitz to draw 
into an OpenGL context that it had not created. Perhaps this has been solved. 
Another library is svgl at svgl.sourceforge.net, but I have no idea if it is 
still alive. Any solution that renders to memory using the CPU is going to be 
too slow, IMHO.

A moving map is a different beast. It would make sense to implement that as a 
scene graph in its own right with its own pager. That would require a change in 
current fg architecture to use a CompositeViewer instead of a single Viewer, 
but 
we're contemplating that anyway.
 
 I am thinking about a small 'dumb' GL rendering application that takes 
 in geometry data in some sort of byte-code from stdin, a file or a 
 socket, and outputs GL frame buffer data into a block of memory. If it 
 would be possible to offer that block of memory to OSG as a texture and 
 tell it to map it onto some surface, we pretty much get what we're 
 looking for, including the degree of flexibilty required by deck builders.
 This tiny app could have other uses as well, as the Blender crew might 
 be interested into an app that generates pixel data from a raw geometry 
 stream, maybe incorporating GPU-accelerated rendering.
It will be much more efficient to integrate this directly into FlightGear and 
render to a texture. Otherwise your program and FlightGear will thrash with 
graphics context switches and you'll have the cost of copying from memory to 
GPU.

Tim

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread James Turner

On 4 Aug 2008, at 10:43, Tim Moore wrote:
 Lots of interesting issues here.

Yep :)


 Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the  
 existing
 examples we have of a custom glass instrument. The weather radar  
 does work in
 FlightGear OSG; there isn't any weather yet, but it can show other  
 aircraft
 traffic and is the basis for the ATC radar. od_gauge.cxx uses the  
 method that
 would be used for any glass instrument: an osg::Camera that is bound  
 to an
 off-screen render target, i.e a texture. The texture can then be  
 used anywhere
 in the scene.

Okay, that fits my basic expectations, great. I'll look more closely  
at the od_guage as well as the wx_radar.

 You can integrate arbitrary OpenGL code with an OSG application. It  
 is most
 friendly to setup and change all OpenGL state using OSG's StateSet  
 mechanism,
 but even that is not necessary. We use the GUI code from PLIB, which  
 doesn't
 know anything about OSG. See the SGPuDrawable class in Main/ 
 renderer.cxx for the
 implementation. The one catch is that OSG has a strong notion of  
 separation
 between the update of a scene and its rendering, and that might  
 not play well
 with arbitrary existing OpenGL code.

Also good to know, though purely in terms of sane design I'd want some  
better structure than just hacking up low-level GL calls I think. I  
was aware the OSG could wrap arbitrary GL code, I'd just forgotten it  
was that easy. Silly me.

 If a vector description of instruments is the way to go, then you  
 should look at
 using SVG with OpenGL and OSG. The big player here is cairo+glitz,  
 but the last
 time I looked at this it was hard, perhaps impossible, to coax glitz  
 to draw
 into an OpenGL context that it had not created. Perhaps this has  
 been solved.
 Another library is svgl at svgl.sourceforge.net, but I have no idea  
 if it is
 still alive. Any solution that renders to memory using the CPU is  
 going to be
 too slow, IMHO.

Yeah, I've also (just) been looking at the state of the art in SVG -  
GL rendering. I was hoping to find something reasonably compact, but  
there's various dead links and so on. We already have some of the  
components (XML parser) so my preferred approach would be to make  
something like an osg-svg-kit by borrowing code from a project like  
svgl, but I really haven't looked at enough code to be sure about  
that. I'm also pretty wary of SVG as a technology, I've worked on the  
Mozilla SVG code in the distant past.

I'm also very aware that even for a stand-alone cockpit-display  
running full-screen, many elements can be drawn much cheaper as a  
texture than as SVG graphics. It's not as aesthetically pure as  
specifying everything in pure vector formats, but I'd be happy to use  
a mixture of simple vector graphics and bitmap textures to start with,  
and the replace the textures with vector art once there's a suitable  
renderer.

Anyway, going to play with svgl now.



 A moving map is a different beast. It would make sense to implement  
 that as a
 scene graph in its own right with its own pager. That would require  
 a change in
 current fg architecture to use a CompositeViewer instead of a single  
 Viewer, but
 we're contemplating that anyway.

Yep, I agree, moving map is a much harder problem, and not something  
I'm going to worry about in the short term.

James

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] RFC: changes to views and cameras

2008-06-26 Thread Tim Moore
 will be used by FGViewer
objects by default. This group will be created based on the command line
arguments if it isn't specified in preferences.xml.

FGViewer objects can either use named camera groups or can create new
ones on the fly. I don't know if the creation of new graphics windows on
the fly will be supported.

Eliminate get_current_view(). There will be a list of active
views. Try to eliminate code that depends on the current view. There
still needs to be a current location for the terrain pager, but more
on that later.

This proposal is a little vague; the specifics need to be worked out
when the CameraGroup is implemented and FGViewer is changed to use it.


Future Possibilities.

The cameras in a camera group don't need to render directly to the
screen. They can render to a texture which can be used either in the
scene, like in a video screen in the instrument panel, or for distortion
correction in a projected or dome environment.

Open Scene Graph supports a CompositeViewer object that supports
rendering from several widely separated viewpoints, complete with
support for multiple terrain pager threads. We could move to
CompositeViewer and support simultaneous views from e.g., the tower, AI
models, drones, etc.
 

-
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://sourceforge.net/services/buy/index.php
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-26 Thread Vivian Meazza
 matrix can also be
 specified.
 
 Camera groups can be created and destroyed on the fly; the CameraGroup
 will create OSG cameras as necessary and attach them to the proper
 graphics window.
 
 A camera group named default-camera-group will be used by FGViewer
 objects by default. This group will be created based on the command line
 arguments if it isn't specified in preferences.xml.
 
 FGViewer objects can either use named camera groups or can create new
 ones on the fly. I don't know if the creation of new graphics windows on
 the fly will be supported.
 
 Eliminate get_current_view(). There will be a list of active
 views. Try to eliminate code that depends on the current view. There
 still needs to be a current location for the terrain pager, but more
 on that later.
 
 This proposal is a little vague; the specifics need to be worked out
 when the CameraGroup is implemented and FGViewer is changed to use it.
 
 
 Future Possibilities.
 
 The cameras in a camera group don't need to render directly to the
 screen. They can render to a texture which can be used either in the
 scene, like in a video screen in the instrument panel, or for distortion
 correction in a projected or dome environment.
 
 Open Scene Graph supports a CompositeViewer object that supports
 rendering from several widely separated viewpoints, complete with
 support for multiple terrain pager threads. We could move to
 CompositeViewer and support simultaneous views from e.g., the tower, AI
 models, drones, etc.
 
 It all looks well thought through and comprehensive ... BUT what's the
likely/possible impact on framerate? There's little enough to spare on all
but the most modern and capable machines already.

Of course if there is significant negative impact on the frame rate that
would be Comprehensive Rational And Purposeful ...

Vivian



-
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://sourceforge.net/services/buy/index.php
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-28 Thread Mathias Fröhlich
 and voila. I believe that I could finish 
that in a few days - depending on the weather here :)
The idea is to make mfd instruments with usual scenegraphs and pin that on an 
object ...

 Open Scene Graph supports a CompositeViewer object that supports
 rendering from several widely separated viewpoints, complete with
 support for multiple terrain pager threads. We could move to
 CompositeViewer and support simultaneous views from e.g., the tower, AI
 models, drones, etc.
Good thing to have!!!
Just still support graphics context on different screens/displays too ...

GReetings and thanks!!!

Mathias

-
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://sourceforge.net/services/buy/index.php
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-28 Thread Tim Moore
 ...
It sounds like the arrangement I described could be easily hooked up to
your animation.
 
  Open Scene Graph supports a CompositeViewer object that supports
  rendering from several widely separated viewpoints, complete with
  support for multiple terrain pager threads. We could move to
  CompositeViewer and support simultaneous views from e.g., the
  tower, AI models, drones, etc.
 Good thing to have!!!
 Just still support graphics context on different screens/displays
 too ...
You bet.

Tim

-
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://sourceforge.net/services/buy/index.php
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RFC: changes to views and cameras

2008-08-01 Thread Tim Moore
 parameters can be specified using the Clotho
  / glFrustum scheme (top, bottom, left, right) or a syntax used by
  ProjectionDesigner (http://orihalcon.jp/projdesigner/) that uses field
  of view, aspect ratio, and offset.  A full 4x4 matrix can also be
  specified.
 
  Camera groups can be created and destroyed on the fly; the CameraGroup
  will create OSG cameras as necessary and attach them to the proper
  graphics window.
 
  A camera group named default-camera-group will be used by FGViewer
  objects by default. This group will be created based on the command line
  arguments if it isn't specified in preferences.xml.
 
  FGViewer objects can either use named camera groups or can create new
  ones on the fly. I don't know if the creation of new graphics windows on
  the fly will be supported.
 
  Eliminate get_current_view(). There will be a list of active
  views. Try to eliminate code that depends on the current view. There
  still needs to be a current location for the terrain pager, but more
  on that later.
 
  This proposal is a little vague; the specifics need to be worked out
  when the CameraGroup is implemented and FGViewer is changed to use it.
 
  Future Possibilities.
 
  The cameras in a camera group don't need to render directly to the
  screen. They can render to a texture which can be used either in the
  scene, like in a video screen in the instrument panel, or for distortion
  correction in a projected or dome environment.
 
  Open Scene Graph supports a CompositeViewer object that supports
  rendering from several widely separated viewpoints, complete with
  support for multiple terrain pager threads. We could move to
  CompositeViewer and support simultaneous views from e.g., the tower, AI
  models, drones, etc.
 
  -
  Check out the new SourceForge.net Marketplace.
  It's the best place to buy or sell services for
  just about anything Open Source.
  http://sourceforge.net/services/buy/index.php
 



-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread R. van Steenbergen
James Turner schreef:
 On 4 Aug 2008, at 10:43, Tim Moore wrote:
   
 Lots of interesting issues here.
   

 Yep :)

   
 Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the  
 existing
 examples we have of a custom glass instrument. The weather radar  
 does work in
 FlightGear OSG; there isn't any weather yet, but it can show other  
 aircraft
 traffic and is the basis for the ATC radar. od_gauge.cxx uses the  
 method that
 would be used for any glass instrument: an osg::Camera that is bound  
 to an
 off-screen render target, i.e a texture. The texture can then be  
 used anywhere
 in the scene.
 

 Okay, that fits my basic expectations, great. I'll look more closely  
 at the od_guage as well as the wx_radar.

   
 You can integrate arbitrary OpenGL code with an OSG application. It  
 is most
 friendly to setup and change all OpenGL state using OSG's StateSet  
 mechanism,
 but even that is not necessary. We use the GUI code from PLIB, which  
 doesn't
 know anything about OSG. See the SGPuDrawable class in Main/ 
 renderer.cxx for the
 implementation. The one catch is that OSG has a strong notion of  
 separation
 between the update of a scene and its rendering, and that might  
 not play well
 with arbitrary existing OpenGL code.
 

 Also good to know, though purely in terms of sane design I'd want some  
 better structure than just hacking up low-level GL calls I think. I  
 was aware the OSG could wrap arbitrary GL code, I'd just forgotten it  
 was that easy. Silly me.
   
A cockpit display doesn't require *arbitrary* GL calls, only the ones 
related to drawing geometry and transformation are useful. Most special 
API calls like the ones found in GLU aren't even used. And I don't think 
basic geometry and transformation would be difficult to map.
 I'm also very aware that even for a stand-alone cockpit-display  
 running full-screen, many elements can be drawn much cheaper as a  
 texture than as SVG graphics. It's not as aesthetically pure as  
 specifying everything in pure vector formats, but I'd be happy to use  
 a mixture of simple vector graphics and bitmap textures to start with,  
 and the replace the textures with vector art once there's a suitable  
 renderer.
   
Err, come on... Compared to a full scene graph, rendering a full-vector 
graphics cockpit display is like rendering the desktop for most 
contemporary  graphics cards. Textures have their uses (as bitmaps), but 
they aren't the way to go when emulating vector graphics when you have 
GPU cycles to spare. My software runs pure vector and it runs smoothly 
even on a 7-year-old Celeron without a 3D card. And for the record, 
that's on Windows 2000.
 A moving map is a different beast. It would make sense to implement  
 that as a
 scene graph in its own right with its own pager. That would require  
 a change in
 current fg architecture to use a CompositeViewer instead of a single  
 Viewer, but
 we're contemplating that anyway.
 

 Yep, I agree, moving map is a much harder problem, and not something  
 I'm going to worry about in the short term.

 James
I did a moving map with complete navigation database and flight plan 
support in one file for my OpenRJ project (see a previous post), and 
it's about 300-400 lines of code total, including the surrounding MFD's. 
So a separate scene graph can work if that's what you want but it is not 
really neccessary.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Disappearing scenery

2010-09-19 Thread Tim Moore
On Sun, Sep 19, 2010 at 4:40 PM, ThorstenB bre...@gmail.com wrote:

 Hi,

 good news - I've done more debugging in the tile cache module and
 think I already found something...

 I'm seeing two issues with the tile cache, sometimes causing active
 scenery to be kicked when the cache is full - and this results in the
 missing patches. I'm also seeing cases where all active scenery tiles
 are dropped. This can also happen when cycling through the tower view
 - so this doesn't always help. Both issues are timestamp related
 (maybe depend on frame rate, system load, slow USB disks :-) or
 so...).

 * First problem is that the tiles' timestamps are only updated when
 the tiles are freshly loaded from disk or they are actively displayed
 (some magic osg CullCallback does that - haven't fully understood
 this yet). So when a tile belonging to the current position was not

The cull callback is called from OSG's culling traversal. If OSG determines
that an object's bounding sphere intersects the viewing frustum, it calls
the cull callback -- if there is one -- to traverse that object and perform
finer grain culling. If there is no cull callback, OSG does the traversal
itself. Anyway, it's a good way to perform an action when an object is in
view.

 displayed for a while, its timestamp is old. When the view then moves
 or teleports into a new position, and then back to the original
 position, the same tiles get scheduled again - but are still found in
 the cache. Since their timestamps remain old, they are kicked from the
 cache soon afterwards, when more tiles are loaded. This is what causes
 the random scenery tiles disappear effect...
 = I'm testing a fix now, which updates a tile's timestamp whenever it
 is scheduled to be loaded, but then found in the cache.

That sounds correct.


 * The second issue is about the timestamps updated through this magic
 osg CullCallback. These timestamps can be newer than the current
 time used by the cache module for loading new tiles (seems to be a
 frame ahead or so). When a new set of tiles is scheduled to be loaded,
 and the cache is already filled with many future timestamp tiles,
 then the new tiles immediately kick each other from the cache (are
 never really loaded). When this happens, all scenery for a new
 position is lost (complete whiteout)...

 The timestamp used by the cull callback comes right from OSG's frame
stamp and should be consistent with the tile code. there could be a logic
error in the tile cache.

 Is all the tile cache and osg code single-threaded? If these osg
 callbacks, the cache management and tile loading were not in the same
 thread, it would explain where future timestamps could come from
 (maybe on slow machines only). If it's all single-threaded then I'll
 have another look to locate this.

It is possible for the tile cache code, which runs in the update traversal,
and the cull callback to run in different threads. However, they should
never run at the same time: the cull traversal starts when the the update
traversal has finished, and the next update traversal blocks on the cull and
draw traversals. Now, the code that actually loads the tiles -- the database
pager -- does run asynchronously. I'll need to check if any of the tile
cache code runs in the database pager thread, but don't think any does.

Tim


 Another option I'm already testing is introducing a flag to lock all
 tiles belonging to the current view position in the cache. The primary
 condition checked by the cache would then be to never kick tiles
 belonging to the current position (i.e. current inner or outer ring).
 Timestamps remain a secondary condition to pick from tiles not
 belonging to the current position. This would make things a lot more
 robust than relying on whacky timestamps alone.

 FG only supports one view position at a time, right? Multiple view
 positions (e.g. one screen for the tower view and a second screen for
 the plane) would complicate a locked to cache flag quite a lot...

Yes, and that's not really supported by the current architecture, neither by
the tile cache nor by osgViewer::Viewer. We would need to move to a
CompositeViewer model, which supports several scene graphs, and rely
completely on the osg database paging machinery.

Tim


 Maybe someone could comment on the threading issue. I'll do some more
 testing, and then hope to propose a patch...

 cheers,
 Thorsten


 --
 Start uncovering the many advantages of virtual appliances
 and start using them to simplify application deployment and
 accelerate your shift to cloud computing.
 http://p.sf.net/sfu/novell-sfdev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
Start uncovering the many advantages