Re: [osg-users] [osgPPU] pipeline stall SOLVED

2010-10-19 Thread Riccardo Corsi
Hi Art and all, just an update for sharing that I've solved my problem. The pipeline attached to the main viewer scene was rendered by multiple cameras with different output (one to FB and the other RTT) and this was probably causing some issues. I also changed the pipeline, but I don't think

Re: [osg-users] [osgPPU] pipeline stall

2010-10-05 Thread Art Tevs
Hi Ricardo, hmm, since I do not know your unit graph setup I could not give the right answer on this. Actually any stalling is not a correct behaviour and shouldn't be a consequence of wrong unit graph. Unit graphs are actually static, so if they start well, they should also work well without

Re: [osg-users] [osgPPU] pipeline stall

2010-10-05 Thread Riccardo Corsi
Hi Art, you're right about the output order of the units... I really don't know why the order is mixed... What I'm sure about is that all the cameras which are input to the PPU are updated every frame, because for debug reasons I use their (attached) texture on another quad without pipeline, and

[osg-users] [osgPPU] pipeline stall

2010-09-30 Thread Riccardo Corsi
Hi Art and all, I'm facing a strange issue when integrating a very simple PPU pipeline in my application. The post fx does its work just fine, but then for some periods it just stops to render, it stalls for a while (frequency and length of these periods seem to be random), and then it starts