Re: [osg-users] Separate Viewer for FBOs? (UNCLASSIFIED)

2009-06-02 Thread Robert Osfield
Hi John,

If you don't need to update the render to texture cameras simple
switch them off by setting their NodeMask to 0.

Robert.

On Mon, Jun 1, 2009 at 10:38 PM, Kaniarz, John Mr CIV USA AMC
 wrote:
> Classification: UNCLASSIFIED
> Caveats: NONE
>
> I am working on an application that looks at large data sets. The scene
> uses shadow mapping with a large number of cameras (approx 20). This
> really hurts the frame rates. The data set rarely changes. Because of
> this I would like to move my pre-render FBO cameras out of the scene
> graph and update them only when the scene changes (so they don't re-draw
> the same thing every frame). I'm not sure how to proceed. Should I use a
> switch node on the camera branch? Should I use a separate Viewer object?
> What about CompositeViewer?
>
> Thanks,
> John
> Classification: UNCLASSIFIED
> Caveats: NONE
>
>
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[osg-users] Separate Viewer for FBOs? (UNCLASSIFIED)

2009-06-01 Thread Kaniarz, John Mr CIV USA AMC
Classification: UNCLASSIFIED
Caveats: NONE

I am working on an application that looks at large data sets. The scene
uses shadow mapping with a large number of cameras (approx 20). This
really hurts the frame rates. The data set rarely changes. Because of
this I would like to move my pre-render FBO cameras out of the scene
graph and update them only when the scene changes (so they don't re-draw
the same thing every frame). I'm not sure how to proceed. Should I use a
switch node on the camera branch? Should I use a separate Viewer object?
What about CompositeViewer?

Thanks,
John
Classification: UNCLASSIFIED
Caveats: NONE


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