CompositeViewer support: Difference between revisions

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* if any code executed by the cull or draw threads (such as your own callbacks or custom nodes) isn't thread safe, then you must use SingleThreaded. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg09620.html</ref>
* if any code executed by the cull or draw threads (such as your own callbacks or custom nodes) isn't thread safe, then you must use SingleThreaded. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg09620.html</ref>
* as long as you have two GPU's the most efficient way to drive them should be multi-threaded - there is a caveat though, hardware and drivers aren't always up to scratch, and even then they should be able to manage the multi-threads and multi-gpus seemless they fail too.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18332.html</ref>
* as long as you have two GPU's the most efficient way to drive them should be multi-threaded - there is a caveat though, hardware and drivers aren't always up to scratch, and even then they should be able to manage the multi-threads and multi-gpus seemless they fail too.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18332.html</ref>
* Cull and draw can only run in a parallel once all the dynamic geometry has been dispatched, otherwise the draw will be dispatching data that is being modified by the next frames update and cull traversals. Perhaps you have some dynamic geometry or StateSet's that are holding back the next frame. <ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg36238.html</ref>


=== Sharing scenes ===
=== Sharing scenes ===

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