Re: [osg-users] Separating draw and swapbuffers

2010-01-21 Thread He, Yefei
To: OpenSceneGraph Users Subject: Re: [osg-users] Separating draw and swapbuffers Hi, He, Yefei wrote: Hello, Robert, I noticed that when using the osgviewer, the draw and swapbuffers operations take place within the same function call, ViewerBase::renderingTraversals(). Before, with Producer

Re: [osg-users] Separating draw and swapbuffers

2010-01-21 Thread Robert Osfield
Hi Yefei, The set up of threading on various graphics contexts that the viewer is managing is set up in the src/osgViewer/ViewerBase.cpp's ViewerBase::startThreading() method. In this code there is two parts of interest to management of the swap of the graphics contexts. First up a bit of

Re: [osg-users] Separating draw and swapbuffers

2010-01-21 Thread He, Yefei
ahead! Best Regards, Yefei -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, January 21, 2010 12:27 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Separating draw

[osg-users] Separating draw and swapbuffers

2010-01-19 Thread He, Yefei
Hello, Robert, I noticed that when using the osgviewer, the draw and swapbuffers operations take place within the same function call, ViewerBase::renderingTraversals(). Before, with Producer, I can call Producer::Camera::frame(false) to perform draw operation without swapping the buffers,

Re: [osg-users] Separating draw and swapbuffers

2010-01-19 Thread Torben Dannhauer
Hi, I think there was a suibmission years ago, but it wasn't included into mainstream code. I would be interested too in such an interface. :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22914#22914

Re: [osg-users] Separating draw and swapbuffers

2010-01-19 Thread J.P. Delport
Hi, He, Yefei wrote: Hello, Robert, I noticed that when using the osgviewer, the draw and swapbuffers operations take place within the same function call, ViewerBase::renderingTraversals(). Before, with Producer, I can call Producer::Camera::frame(false) to perform draw operation without