Hi Alexandre,
I have never tried to alternate osgppu's processors dynamicly while rendering.
I am not sure if it is a good idea at all (even also for other kind of osg
nodes), since osg provides a mechanism called osg::SwitchNode which do the
trick.
Could you try to use the SwitchNode as a parent node for the processors. This
will force to render only the active processor hence changing effects on the
fly. I think this wouldn't make troubles, however I am not sure ;)
If this doesn't help, could you then provide me with a small example code
reproducing the error. This would be helpful to eliminate the issue.
Cheers,
art
--- alexandre amyot murray [EMAIL PROTECTED] schrieb am Fr, 26.9.2008:
Von: alexandre amyot murray [EMAIL PROTECTED]
Betreff: [osg-users] osgPPU and multiple processor
An: osg-users@lists.openscenegraph.org
Datum: Freitag, 26. September 2008, 21:16
Hi,
I was wondering if it's a good practice to build 2 or
more ppu graph and
then altern them to render differents effects.
Example :
I instanciate a osgPPU::Processor * processor1 and add some
unit to it :
processor1-addChild( osgPPU::Unit* aUnit )
processor1-addChild( osgPPU::Unit* aUnit )
processor1-addChild( osgPPU::Unit* aUnit )
...
processor1-addChild( osgPPU::UnitOut* ppuOut )
and then a second osgPPU::Processor * processor2 and add
different unit to
it :
processor2-addChild( osgPPU::Unit* aUnit )
processor2-addChild( osgPPU::Unit* aUnit )
processor2-addChild( osgPPU::Unit* aUnit )
...
processor2-addChild( osgPPU::UnitOut* ppuOut )
Now my application need to cange the effect every 45
seconds, so when its
time I remove the current processor from my main osg::Node
and add the
second processor to it.
Is this ok to do this ? It seems to work fine for a while
but then a random
crash appears in the viewer_.frame() call just after I
switch processor.
This crash never come if I dont alternate processor1 and 2.
thanks again
Alex
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