[snip]

>>>
>>>      
>>>
>>>>Is anyone interested in porting any of that over to OpenSG?  I know
>>>>I would be interested in have the Texture Atlas, GPU timing
>>>>information, and processor affinity.  Is there anything we can
>>>>learn from their COLLADA loader and writer?
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>It also sounds like they have
>>>>multi-processor rendering which we have coming in OpenSG 2.0, but
>>>>is there any way to get that into 1.8?
>>>>        
>>>>
>>>Can you please explain how this works ? Having multiple draw threads
>>>that call display lists ? Barriers/Mutices needed ? What gain is to
>>>be expected ? Without knowing details I guess the speedup will be
>>>low and only noticeable for draw trees with lots of geometry nodes.
>>>Or could you compile several glsl shaders at the same time (guess
>>>this happens on the cpu part of the OpenGL driver) ?
>>>      
>>>
>>I haven't used it lately, but OSG has always been able to have
>>multiple draw traversals in parallel.  They use a context specific
>>traversal helper that stores all the details of display lists and
>>other context specific data.  So they achieve linear speedup with
>>parallelizing calls to draw.  But now it looks like they also have
>>the ability (finally) to support staged rendering much like Performer
>>did in the past with CULL running for frame 2 and draw is running for
>>frame 1.  Note: I have not looked into the details of this, so I
>>could be way off.
>>    
>>
>
>Are we talking single or multiple windows here ? I was talking about 
>single window and coulnd't believe multithreading could be useful.
>  
>
Multiple windows for rendering. Single window for staged app, cull, draw 
(like Performer). I know Dirk has demonstrated this for OpenSG but there 
is nothing in OpenSG itself that uses this. That is of the shames I 
think of OpenSG's multi-threading capability. It has tremendous 
capability but nothing (that I know of) in the standard distribution 
actually uses these capabilities.

-Allen

>Regards
>
>Matthias
>
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