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
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
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
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
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
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