Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Christian Buchner
I control the update rate of slave cameras by inserting them into the scene graph as needed. In my PostDrawCallback for the camera I can remove the camera again when I do not require further updates. This way, I can do on-demand updates of my simulation (we're doing 4G and 5G radio coverage comput

Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Robert Osfield
Hi Julien, >From what you've written is next to impossible to know what you actually mean. What is a "full GPU policy"? I don't know. Perhaps others do. And when you talk about frame rate control, again I don't know what you mean in this context. The general meaning of frame rate control is h

Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Julien Valentin
Thanks Robert for you quick reply, and excuse my lack of precision for a problem that is to long to explain in details. I've just tried to be generic in my question thinking: "There surely are people that encountered this problem with realtime environment mapping" So my personal not generic pro

Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-09-30 Thread Robert Osfield
Hi Julien, There are whole range of different ways to load balance, what route is best will depend entirely on the nature of your data and your requirements. All we know so far is that it's "expensive", done off screeen and doesn't need to be high quality. The generality of the problems means we

[osg-users] [OffScreen Rendering] limit camera frame rate

2014-09-30 Thread Julien Valentin
Hi, I'm doing a lot of offscreen renderings that are very expensive and "not so important" for the image to appears good. What would be the best way in order to limit the rendering framerate of these in order have more time for "more important" rendering? My idea was to override a geometry and c