Re: [osg-users] compositeViewer newbie question

2008-11-12 Thread Robert Osfield
Hi Dan, On Tue, Nov 11, 2008 at 8:43 PM, Dan Small <[EMAIL PROTECTED]> wrote: > We used the second approach you mentioned, threw all the views in one > window, & not surprisingly the memory utilization went way down. > Thanks for correcting our GL naivete. > > It seems tho that the 2nd approa

Re: [osg-users] compositeViewer newbie question

2008-11-11 Thread Dan Small
Thanks Robert, We used the second approach you mentioned, threw all the views in one window, & not surprisingly the memory utilization went way down. Thanks for correcting our GL naivete. It seems tho that the 2nd approach also limits us to single-threaded only; would you concur? We have an

Re: [osg-users] compositeViewer newbie question

2008-11-11 Thread Robert Osfield
Hi Dan, Creating 9 separate windows without any of them sharing OpenGL objects will cause the OSG to create 9 sets of OpenGL objects per object in the scene graph. This is just a fact of life if you use the OSG they way you are doing, it isn't a bug. Thankfully OpenGL/OSG provide the ability to

[osg-users] compositeViewer newbie question

2008-11-11 Thread Dan Small
Hello OSGers, I'm trying to create a security system simulator with 9 cameras visible to the user at all times. Eight of these will be static, fixed views of the same terrain. The last one will be a pan tilt zoom view. We are currently using a 150mb 3-D terrain model (IVE format, 5-LOD's, expor