Thanks Robert,
I've investigated further and by creating a smarter scenegraph I've realised
that I won't need to do this; I've achieved good frame rate on a few large
models.
For reference of anybody else reading in the future I'll add that the flag that
Robert mentions works as advertised, ho
Hi Claudio,
There is an rendering abort feature built into osg::State. You can
have a global bool that you tell osg::State about via
osg::State::setAbortRenderingPtr(&myAbortBool);
This is crude sledge hammer though, it's meant for handling a user
pressing escape or similar abort. Whether this
Hello everybody,
I'm new on the forum, hopefully I'll be able to contribute a bit in the future.
I'm reviving this old thread to ask if the approach suggested is still the best
way to manage the interruption of the frame rendering.
The approach I'm considering is to stop the rendering from the
Hi Michael,
There is support in osg::State for setting a pointer to a bool that
you can set to get the drawing traversal to finish without completing
the dispatch of all the objects to be drawn. See the
osg::State::setAbortRenderingPtr(bool*). You can can get the
osg::State object for each Graph
Hi all!
I have a problem with rendering. My application always render by demand. When I
start camera rotation it render in a draft quality (for better performance),
when I stop rotation it start to render in production quality. But in this case
application become frozen until end of rendering.
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