CompositeViewer support: Difference between revisions

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automatically assign the same ContextID for each of the seperate
automatically assign the same ContextID for each of the seperate
osg::State objects.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg02505.html</ref>
osg::State objects.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg02505.html</ref>
The scene graph is shared between the two slave Cameras. If
the slave Camera have different graphics contexts then you can have
separate OpenGL objects per context, but the OSG will automatically
manage this all for you, it also offers the opportunity for threading
the graphics contexts.<ref>https://groups.google.com/g/osg-users/c/4PECSribbLQ/m/niZFUC4Hnn0J</ref>


* It's possible to share contexts in the OSG [...]  As for general desirability of share GL objects between contexts, yes it can reduce memory usage, but it forces you to use the OSG single threaded otherwise two contexts will be contended for the same resources that deliberately aren't mutex locked for performance reasons.  There is also on a limited set of cases where drivers/hardware will actually share OpenGL contexts. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg32676.html</ref>
* It's possible to share contexts in the OSG [...]  As for general desirability of share GL objects between contexts, yes it can reduce memory usage, but it forces you to use the OSG single threaded otherwise two contexts will be contended for the same resources that deliberately aren't mutex locked for performance reasons.  There is also on a limited set of cases where drivers/hardware will actually share OpenGL contexts. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg32676.html</ref>

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