Hello,
We currently have an OSG based application which renders at 30-60+ fps on
our development hardware with discrete gpus. Unfortunately we have to be
able to deploy on a wide range of hardware including stuff that is
significantly less capable (Intel GPUs, etc). On some of these slower
Hi Brad,
I'm afraid decoupling the rendering of two parts of graphics window so
that they can run at their own frame rate won't be a straight forward
task, and well off the standard viewer path used by the vast majority
of the community. You are infact the first I recall wanting to do
exactly
Hi Brad,
I haven't tried this myself, but it might work. Create a separate
context/thread that renders the scene to a texture. Once it finishes
rendering, use the NV_copy_image extension (
http://developer.download.nvidia.com/opengl/specs/GL_NV_copy_image.txt) to
copy the image into the main
, April 28, 2011 9:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates
Hi Brad,
I'm afraid decoupling the rendering of two parts of graphics window so that
they can run at their own frame rate won't be a straight forward task, and
well off the standard viewer path
...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, April 28, 2011 9:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates
Hi Brad,
I'm afraid decoupling the rendering of two parts of graphics window so that
they can run at their own
Huber
Sent: Thursday, April 28, 2011 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Supporting multiple frame rates
Hello,
We currently have an OSG based application which renders at 30-60+ fps on our
development hardware with discrete gpus. Unfortunately we have to be able
, April 28, 2011 12:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates
Hi Brad,
I also thought about the two context route but didn't suggest it as I'm
doubtful that the graphics driver/card will be able to interleave the
rendering on the two threads in way
On 4/28/2011 9:39 AM, Brad Huber wrote:
We currently have an OSG based application which renders at 30-60+ fps on our
development
hardware with discrete gpus. Unfortunately we have to be able to deploy on
a wide range
of hardware including stuff that is significantly less capable (Intel
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