CompositeViewer support: Difference between revisions

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=== Threading ===
=== Threading ===
As a general note, there isn't a big difference between single
threaded and multithread usage of the OSG in terms of OpenGL dispatch,
with two separate windows there should be two separate graphics
contexts and it should make no difference if you drive these from one
thread one two, the state for each context should be kept local to
each one.<ref>https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg03788.html</ref>
* osgViewer::CompositeViewer is designed for applications that have multiple Views. The only thing to be careful of is when you are adding and removing View's from the CompositeViewer you should do is calling stopThreading() on the viewer prior to adding or removing views, then call startThreading() afterwards.  If you are running SingleThreaded or CullDrawThreadPerContext you won't need to worry about stop and starting threads.<ref>https://groups.google.com/d/msg/osg-users/7OojxLpBGdw/mzorZe3rKwEJ</ref>
* osgViewer::CompositeViewer is designed for applications that have multiple Views. The only thing to be careful of is when you are adding and removing View's from the CompositeViewer you should do is calling stopThreading() on the viewer prior to adding or removing views, then call startThreading() afterwards.  If you are running SingleThreaded or CullDrawThreadPerContext you won't need to worry about stop and starting threads.<ref>https://groups.google.com/d/msg/osg-users/7OojxLpBGdw/mzorZe3rKwEJ</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>
* 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>

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