On Tue, Jun 17, 2008 at 9:08 AM, Paul Martz <[EMAIL PROTECTED]> wrote:
> As others have mentioned, the DatabasePager might help, but the loading and
> unloading of models is controlled entirely by LOD logic (eye distance or
> pixel size) rather than your own logic. Below, you did not state that yo
As others have mentioned, the DatabasePager might help, but the loading and
unloading of models is controlled entirely by LOD logic (eye distance or
pixel size) rather than your own logic. Below, you did not state that you
wanted to load the models based on LOD logic.
If you simply want to spawn a
HI Andreas,
As Serge suggested, it might just be far more productive to use the
OSG's built in database paging support. All you need to do is
decorate your subgraphs with a osg::PagedLOD or osg::ProxyNode, with
osg::PagedLOD being the method of choice as it'll do load balancing
for you - both loa
Did you looked at the DatabasePager ? It's made to load and unload models in
a separated thread and merge them to the scenegraph.
Take a look at osgDB::DatabasePager and osg::PagedLOD.
On Tue, Jun 17, 2008 at 8:51 AM, <[EMAIL PROTECTED]> wrote:
> Thanks for your replies!
>
> In my self-made thre
Thanks for your replies!
In my self-made thread I'm loading large 3d models and attaching them as PATs
to the scene graph (or removing them). If I do this in the main loop, the
loading process is interrupting the image generation. That's why I created the
thread and so I need a sync so that the
On Mon, Jun 16, 2008 at 3:33 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> As an example, you could use a Barrier in conjunction with a Camera
> post-draw callback. (Of course, that assumes you want to sync after the draw
> occurs; you didn't say where you want to sync, so I don't know...)
If you wa
[EMAIL PROTECTED] wrote on Monday, June 16, 2008 8:56 AM:
> Hello everybody!
>
> I have an application using the osgViewer::Viewer (OSG 2.4) and a
> self-made thread, that has to modify the scene graph. To get no
> conflict I'm using a self made mutex to lock the add/remove and frame
> function ca
Hi Andreas,
Either put a mutex to do the sync before the call to
renderingTraversals() yourself or use a custom osg::Operation and
attach it to the viewer via viewer.addUpdateOpeation(). For the later
see the osgterrain's multi-threaded code path.
Robert.
On Mon, Jun 16, 2008 at 2:55 PM, <[EMA
> [mailto:[EMAIL PROTECTED] On Behalf
> Of [EMAIL PROTECTED]
> Sent: Monday, June 16, 2008 7:56 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] How to synchronize OSG and self-made threads?
>
> Hello everybody!
>
> I have an application using the osg
Hello everybody!
I have an application using the osgViewer::Viewer (OSG 2.4) and a self-made
thread, that has to modify the scene graph. To get no conflict I'm using a self
made mutex to lock the add/remove and frame function calls.
Now I want to know, if there is a built-in functionality to sy
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