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
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
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
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
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