-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hi Robert,
In revision 7017, which introduced the ability to compile OpenGL buffers using 
pbuffers,
it looks like you make GL object compilation happen in the pager thread if the 
pbuffers
aren't available, and you override the checks for available time and maximum 
objects with
compileAllGLObjects(). It would seem that these two things would guarantee 
dropped frames
when paging in scenes that have large individual requests. Am I missing 
something, or is
it vastly preferred to do the object compilation in pbuffers? I've only played 
with that
a little, but wouldn't seem to be very useful unless you have more than two 
processors.

Thanks,
Tim
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHSsXFeDhWHdXrDRURAnyeAKCNDtPuePzCo1QOqM02Fy7uCuROhQCfRgXM
J5qt1lA9rZDO/axUCgGyyyE=
=QMHg
-----END PGP SIGNATURE-----
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to