Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-17 Thread Glenn Waldron
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-17 Thread Paul Martz
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-17 Thread Robert Osfield
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-17 Thread Serge Lages
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-17 Thread Andreas.Richter
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-16 Thread Robert Osfield
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-16 Thread Thrall, Bryan
[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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-16 Thread Robert Osfield
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

Re: [osg-users] How to synchronize OSG and self-made threads?

2008-06-16 Thread Paul Martz
> [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

[osg-users] How to synchronize OSG and self-made threads?

2008-06-16 Thread Andreas.Richter
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