CompositeViewer support: Difference between revisions

Jump to navigation Jump to search
m
m (→‎Views: this one is important for canvas cameras actually: https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg11636.html)
Line 129: Line 129:
* an OpenGL context is tied to a single window or pixel buffer. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg75586.html</ref>
* an OpenGL context is tied to a single window or pixel buffer. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg75586.html</ref>
* Sharing contexts is also something the forces a few limits on how you use the graphics contexts, such as it's only really safe to use them single threaded. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16791.html</ref>
* Sharing contexts is also something the forces a few limits on how you use the graphics contexts, such as it's only really safe to use them single threaded. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16791.html</ref>
* If you are creating new graphics contexts and applying and old scene graph to it then you can't use the Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as this will discard the imagery once it's applied to all the graphics contexts that it knows about. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg32658.html</ref>
* If you are creating new graphics contexts and applying and old scene graph to it then you can't use the Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as this will discard the imagery once it's applied to all the graphics contexts that it knows about. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg32658.html</ref> The typical problem is that the scene graph has been set up to unref texture images after apply so when it comes to reloading the texture images there aren't the to download. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34284.html</ref>
* Sharing of images is possible by using a frame buffer copy to osg::Image, or just having multiple FBO's all within one graphics context.  If you can have the frames all done synchronously then perhaps you could have one frame loop and just disable the cameras via camera->setNodeMask(0x0);  that you don't need updating on each frame, i.e. main viewer runs at 60Hz, and the other RTT cameras run at 20Hrz so get update on frame in 3.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg07360.html</ref>
* Sharing of images is possible by using a frame buffer copy to osg::Image, or just having multiple FBO's all within one graphics context.  If you can have the frames all done synchronously then perhaps you could have one frame loop and just disable the cameras via camera->setNodeMask(0x0);  that you don't need updating on each frame, i.e. main viewer runs at 60Hz, and the other RTT cameras run at 20Hrz so get update on frame in 3.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg07360.html</ref>


Navigation menu