[osg-users] Barrier for draw threads?

Robert Osfield robert.osfield at gmail.com
Wed Mar 11 01:58:27 PDT 2009


Just select the CullDrawThreadPerContext threading model, this will
automatically sync the end of the frame dispatch inside the viewer


On Tue, Mar 10, 2009 at 7:44 PM, Jean-Sébastien Guay
<jean-sebastien.guay at cm-labs.com> wrote:
> Hi Robert,
> I was wondering if there was a way to know when all draw threads for a given
> frame have finished rendering? Since the update traversal for frame i+1 can
> start before the draw traversal of frame i is completed (for STATIC
> objects), we'd like to get some kind of signal to know when it's safe to
> start updating matrices in transforms again.
> I know the "good solution" would be to double-buffer the scene graph or
> something like that, but that would require a bit more change in our code
> base than I'd like right now, so I was wondering if there was a "quick and
> easy solution" I could try.
> We don't want to run the viewer single threaded because we often have
> multiple views and threading helps a lot there. All we don't want (for now)
> is the fact that a frame's update starts before the end of the previous
> frame's draw.
> Thanks in advance,
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    jean-sebastien.guay at cm-labs.com
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