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→‎Background: sharing a single between multiple views
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* osgViewer::CompositeViewer runs all of the views synchronously - one frame() call dispatches update, event, cull and draw traversals for all the views. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18308.html</ref>
 
* osgViewer::CompositeViewer runs all of the views synchronously - one frame() call dispatches update, event, cull and draw traversals for all the views. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18308.html</ref>
 
* The best thing we could do would be to create a single GraphicsWindow and then share this between all our Views, we then won't have any problems with rendering order and sharing of textures or FBOs as it'll all be on one graphics context.  See the sogcompositeviewer example for how to set up the Views/Camera & GraphicsWindow.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16029.html</ref>
 
* The best thing we could do would be to create a single GraphicsWindow and then share this between all our Views, we then won't have any problems with rendering order and sharing of textures or FBOs as it'll all be on one graphics context.  See the sogcompositeviewer example for how to set up the Views/Camera & GraphicsWindow.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16029.html</ref>
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* Sharing a single window between multiple views is demonstated in the osgcompositeviewer example - you simply assign the same GraphicsWindow to the Camera's in each of the Views.  You change views you can stop the viewer threads and then add/remove views you need then restart the threading, this will drop a few frames though due to stopping/start of threads.  The other way is to switch off the rendering of the view by setting its Camera's NodeMask to 0x0 to disable it.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18291.html</ref>
    
=== General information ===
 
=== General information ===

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