-----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