Hi,
for our current app we use singlethreaded. FBO is a requirement because
of multiple render targets.
Best would be to fix multithreaded and FBO. For this we will need small
test apps that reliably trigger errors.
Problem is that I think most people are unsure whether they are abusing
OSG (not using the library correctly, not setting dynamic correctly, not
blocking correctly...) or whether it is a bug.
jp
Cedric Pinson wrote:
What do you use to have a robust solution ? maybe i should just use
something different than fbo ?
Cedric
J.P. Delport wrote:
Hi,
Cedric Pinson wrote:
Hi,
I would like to know if other found some strange issue with multi
threaded, and render slave camera to fbo.
Yes, there have been quite a few discussions about multithreaded and
fbo in the recent months, but AFAIK nobody has put a finger on the
exact problem yet.
Attached is a simple modded version of osgprerender that also displays
something strange in multithreaded. I'm not sure if it is related though.
run with:
./osgprerender --image
The image flashes every second frame for some reason. (Turn sync to
vblank on so it does not flash too fast.)
If, at the bottom of the .cpp, one enables the single threaded option,
the flashing disappears.
I have tried setting properties to dynamic on scene nodes, but it does
not seem to help, or I am missing a critical one.
jp
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