Hi,

On Thu, 2009-01-29 at 23:20 -0600, Carsten Neumann wrote:
>       Hi Gerrit,
> 
> Gerrit Voss wrote:
> > sorry I was a little busy and hadn't have time to follow it to closely.
> 
> no worries, you saved the day just when I was running out of ideas :)
> 
> > On Thu, 2009-01-29 at 18:34 -0600, Carsten Neumann wrote:
> >> There is something strange going on. I've run aspect1render on linux 
> >> under bugle and it shows that only one thread makes OpenGL (and GLX) 
> >> calls (and it is the expected thread running on aspect 1 - checked by 
> >> introducing some nonsense calls from aspect 0).
> >> Running under gDEBugger crashes the program and partly gDEBugger (it 
> >> does not allow me to stop the crashes process).
> >> Finally running on windows (32 bit) crashes as well, I've not looked at 
> >> it in detail yet, will do so over the next days.
> >>
> > small hint, you create you GL context in one thread and that draw from
> > another. Move the initAspect1 call to runAspect1 instead of doing it
> > from a separate run call and things seem to work as under linux.
> 
> oh, are you saying each runFunction call creates a new OS thread even if 
> issued from the same OSG::Thread object? Hm, now that I think about it, 
> makes sense of course.

yes, otherwise the program never would have reached Thread::join ;-)

> Ok, so the fix would be to have just one function that is the union of 
> initAspect1 and runAspect1 and replace the synchronization currently 
> done with the join() by just waiting at the barrier.

yes. BTW the CSM supports parallel drawing, so it might be a reasonable
good reference. But I'm afraid not with the ping pong syncs from the
original problem ;-). That one is still unresolved or did I miss
something ?

kind regards,
  gerrit


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