Hi Robert,

Ah ok, so the GraphicsContext::Traits::sharedContext doesn't share the actual 
context, but allows object sharing between contexts. 
Thanks for clearing that up for me, I think this changes what I am looking for.

The reason that I am looking into this, is because of the following 
measurements.
In all tests, the screenspace view sizes and rendered objects are the same.

1. 6 views in one window (singlethreaded)                               24.3 fps
2. 6 views in one window (multithreaded)                                46 fps

In these two tests, we have 1 context and 1 draw thread. 
Enabling multithreading almost doubles the performance.
So, performing culling on another thread proves to be very effective.

3. 6 views in separate windows (multithreaded)                                 
11.7 fps
4. 6 views in separate windows with context sharing (singlethreaded)    22 fps

The last test cannot be done with multiple render threads, which makes sense.
But I think (please correct me if I'm wrong), multiple separate cull threads 
should have no effect on it's correct operation.
Looking at the performance difference between test 1 and 2, I am eager to see 
what culling on a different thread(s) would do here.

So my question changes to: for test 4, is it possible to still use separate 
cull threads while we only use 1 draw thread.
And if not, could you give us pointers on what should be taken into 
consideration if we want to implement this.

Thanks!

Cheers,

Ben

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=72376#72376





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