Hi Robert,
> Have you tried setting the affinity of the threads that are created?
> Have you tried creating the threads before the call to viewer.realize()?
Yes, both cause the threads being distributed across the cores. That is
probably also why initialising TBB early in main helps, as it
Thanks for the example Fabian, I'm away from my desktop system this
weekend, will have a look in the week.
Have you tried setting the affinity of the threads that are created?
Have you tried creating the threads before the call to viewer.realize()?
The way things are behaving looks to be down
Hi,
I can confirm the behaviour with the following test case:
https://github.com/fwiesel/vertexarrayfunctest/blob/threads/main.cpp#L92-L103
All threads run on CPU 0.
That clears up the mystery, which baffled me and two of my colleagues:
After upgrading to a new Ubuntu version, suddenly our
I wrote a simple sample program that produces the following output:
% g++ -std=c++14 -losgViewer -pthread a.cpp && time ./a.out
Thread 5 done
Thread 9 done
Thread 4 done
Thread 0 done
Thread 6 done
Thread 15 done
Thread 12 done
Thread 13 done
Thread 11 done
Thread 7 done
Thread 8 done
Thread 1
Hi all,
I am trying to create a exhaust flame of a moving rocket similar to one shown
in attached image 1. I need only the exhaust plume of the rocket. The rocket is
moving [b]fast[/b]. To do so,
I used osgParticles to make the particle system as shown below in code:
sg::ref_ptr ps =new
Hi,
After trying a lot, I could understand the behavior of Screen cordinate
computation using the above code.
SSC are computed whether or not the node is within the camera view. Its just
that the camera doesnt know if the node its luking at is still within the FoV
or not.
Wevneed to check if
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