Hi Robert, I also meet the same problem, I have 128 snapshots of particles, and I want to use those 128 shapshots to make an real time animation. First thing I tried, was using a update callback function and bind it on my geode, everytime I just updated all positions of particles. But obviously it was quite slow. Then I tried to use two view, and each one has it's own camera, and render two snapshots in the same time. Well, it works, but still very slow. Then I tried to use one view but two cameras, and load three snapshots in the same time, two below two caremas, one below my Root. because I do really need to update it. And link the right snapshots while I need to render it.
Somehow it is still slow, and while it switches snapshots and I use trackball, it is played not fruently. So my question is, basicly I need to render un-structed points dataset, and I have a lot snapshots, do you have any idea how can I make an realtime animation fruently? Looking forward to your reply and thank you very much. Yun 2009/3/16 Robert Osfield <robert.osfi...@gmail.com> > Hi Peter, Benoit et, > > On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz < > peter.amst...@tseboston.com> wrote: > >> The way I handled this in my application was to create multiple instances >> of osgViewer::Viewer with a separate camera for each view but all bound to >> the same output window. On each render iteration, draw just the active >> camera. > > > I'm afraid I really wouldn't recommend this solution, having multiple > viewers just to alternate between views is complicated implementation and > conceptual wise and you'd be very lucky for it to work in anything other > that very limited usage models. Using multiple viewers will cause problems > with threading, timing codes, it'd be a right old mess. > > >> The best solution depends on exactly what you need to display; I decided >> to switch between completely independent scenes because my 2D and 3D views >> looks actually render somewhat different geometry (the 2D ortho view is an >> abstracted version of the "real" 3D geometry). Having entirely separate >> scenes is also pretty straightforward although it imposes some overhead due >> to duplication of resources that could otherwise be shared between among >> views. > > > In your case you are talking about multiple Views, and this is fine, but > you don't use multiple Viewers for it, you'd use a single CompositeViewer > with multiple Views. You can add and remove Views, or just toggle Camera's > on/off using NodeMask's. > > For Benoit having a single master Camera track different CameraView nodes > in the scene might well be the most convinient way to manage things. > > Robert. > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Cheers, Yun
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