On 01/20/2012 04:32 AM, Robert Osfield wrote:
Hi John,
On 19 January 2012 20:58, John Kelso wrote:
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single ca
Hi John,
On 19 January 2012 20:58, John Kelso wrote:
> OK then! This is getting good!
>
> I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
> setThreadingModel(CullDrawThreadPerContext), and running with four windows,
> each with a single camera, on a desktop system with a single
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single camera, on a desktop system with a single graphics card,
and the problem didn't go away.
But should the
Hi Paul,
On 19 January 2012 18:48, Paul Martz wrote:
> Hi Robert -- The default value for ViewerBase::_endBarrierPosition appears
> to be AfterSwapBuffers. Does John need to change this to BeforeSwapBuffers
> in order to get the behavior you describe above?
Man I'm impressed, I'd forgotten imple
On 1/19/2012 9:57 AM, Robert Osfield wrote:
As long as your run the viewer multithreaded the OSG will use a
barrier so that each graphics thread waits at the end of draw
dispatch, then once all the threads join this barrier then all move on
together and then call swap buffers.
Hi Robert -- The
Hi John,
On 19 January 2012 16:32, John Kelso wrote:
> I also tried setting the traits->swapGroupEnabled value to true but nothing
> changed.
swapGroupEnabled is only currently used under GraphicsWindowWin32 so
won't effect linux systems in any way.
> So as far as I can tell we are syncing sw
Hi all,
We have seen the same behavior as Anna in our immersive system. It has four
screens; each screen has a single graphics context and either one or two
cameras (depends on if running in mono or stereo). The system is driven by
an Nvidia quadroplex containing four FX5800 cards, one card per
s
Hi Anna, Robbert,
I think the bufferswaps on window are by default not synchronized, a
call to
wglJoinSwapGroupNV(HDC hdc, GLuint group) is needed to make different
windows synchronize.
the osg lib has the code to make the call, just set
traits->swapGroupEnabled = true;
before
createGra
Hi Anna,
This should work out of the box - the two windows should be rendering
and synchronised. How are you setting up your viewer and graphics
contexts?
A a general note, if you are using a single graphics card for best
performance one usually tries to use a single graphics window and have
two
Hi,
I am trying to figure out how to keep multiple graphics contexts in frame
sync.
My operating system is Windows XP SP3.
My graphics is NVidia Quadro NVS 290 with the latest driver 276.42.
I'm using OpenSceneGraph 3.0.1 compiled with Visual C++ 2005 for win32.
I have vsync on in the driver and
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