Hi John,
On 19 January 2012 20:58, John Kelso ke...@nist.gov wrote:
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single camera, on a desktop system with
On 01/20/2012 04:32 AM, Robert Osfield wrote:
Hi John,
On 19 January 2012 20:58, John Kelsoke...@nist.gov wrote:
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each
Hi all,
We have seen the same behavior as Anna in our immersive system. It has four
screens; each screen has a single graphics context and either one or two
cameras (depends on if running in mono or stereo). The system is driven by
an Nvidia quadroplex containing four FX5800 cards, one card per
Hi John,
On 19 January 2012 16:32, John Kelso ke...@nist.gov wrote:
I also tried setting the traits-swapGroupEnabled value to true but nothing
changed.
swapGroupEnabled is only currently used under GraphicsWindowWin32 so
won't effect linux systems in any way.
So as far as I can tell we are
On 1/19/2012 9:57 AM, Robert Osfield wrote:
As long as your run the viewer multithreaded the OSG will use a
barrier so that each graphics thread waits at the end of draw
dispatch, then once all the threads join this barrier then all move on
together and then call swap buffers.
Hi Robert -- The
Hi Paul,
On 19 January 2012 18:48, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- The default value for ViewerBase::_endBarrierPosition appears
to be AfterSwapBuffers. Does John need to change this to BeforeSwapBuffers
in order to get the behavior you describe above?
Man I'm impressed,
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single camera, on a desktop system with a single graphics card,
and the problem didn't go away.
But should the
Hi Anna,
This should work out of the box - the two windows should be rendering
and synchronised. How are you setting up your viewer and graphics
contexts?
A a general note, if you are using a single graphics card for best
performance one usually tries to use a single graphics window and have
Hi Anna, Robbert,
I think the bufferswaps on window are by default not synchronized, a
call to
wglJoinSwapGroupNV(HDC hdc, GLuint group) is needed to make different
windows synchronize.
the osg lib has the code to make the call, just set
traits-swapGroupEnabled = true;
before
9 matches
Mail list logo