Hi All
I'm taking a look at OSG and I really like what it offers. I am looking to possibly use it in a CAD like environment where it is windowed and there is no continuous rendering loop. Rendering is performed as and when it is required, for example if the viewpoint is changed. This is important since the scene may take 0.5s or more to render and is degraded for higher fps during movement. I've adapted the fltk example to test this and it seems to work fine. So what I wanted to know is: 1. Does OSG have any internal dependencies on a continuous rendering loop? 2. Are there any known uses of OSG like this, or in a similar environment? 3. Is there anything else I need to be aware of if I am doing this? Note that when there is a continuous rendering loop in the fltk example the UI performance is hit badly, ie menus slow down and so on - it would also hit any CPU processes so this is not really a realistic model for my application. I noticed osgDirector uses a continuous loop with wxWidgets, seems to work quite well. I guess its rendering in another thread. On a different note does anyone know what method OSG uses to manage coordinate truncation / scaling issues when dealing with the teapot in the desert like scenario? Does it performance multiple passes or is there a different coordinate frame for each scale? Lets say I wanted to show a building in a large landscape without losing coordinate precision in the building for example. Thanks for any help Faraz
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