Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-06 Thread Philipp Meyer
Hi, thank you for your input. I've resolved the problem by marking a couple more StateSets as dynamic. Maybe it would be a good idea to include the threading + dynamic nodes hint in the official documentation? Personally I wasnt aware that data variance settings influence threading behavior.

Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-05 Thread Robert Osfield
Hi Philipp, The osg::Stats class can be used to collect stats on all the traversals. Have a look how the StatsHandler gets the stats, see src/osgViewer/StatsHander.cpp. Robert. On 5 July 2016 at 08:29, Philipp Meyer wrote: > Hi, > > thanks for your (as always)

Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-05 Thread Philipp Meyer
Hi, thanks for your (as always) really quick response! I'm trying to achieve various things. As a simple example, I want to measure the time it takes to render 1 frame (CPU and GPU time). For that, I used something along the lines of: > //.. > start = highPrecisionTimer.now(); >

Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-04 Thread Robert Osfield
Hi Philipp, The ThreadPerCamera is just shorthand for CullThreadPerCameraDrawThreadPerContext, which will explain a bit more what's actually happening - it's meant to allow the draw thread to progress in parallel with the next frame. There is a mechanism built into the backend to hold back the

[osg-users] Explicitly synchronize all viewer cameras?

2016-07-04 Thread Philipp Meyer
Hi, I'm using multiple cameras and want them to render the scene in parallel to increase GPU load. For that, I set the threading model of my Viewer to "ThreadPerCamera". That all works fine, however, I'm facing the issue that the viewer seems to begin the next frame before the current frame