[osg-users] Mutli-Thread OSG produce problems with RTT cameras
Adrian Egli OpenSceneGraph (3D)
3dhelp at gmail.com
Wed May 21 02:35:42 PDT 2008
Thanks Robert,
no problem take your time for other new features. in the mean time i
will progress in PSSM as well...
regards adrian
2008/5/21, Robert Osfield <robert.osfield at gmail.com>:
> Hi Adrian,
>
> I've got my head down dealing with some other complex areas of the OSG
> right now - it's even a multi-threaded part... so I'm not in a good
> place to dive into discussion about other complex areas. Give me a
> week and I'll be a in better position.
>
> Robert.
>
> On Wed, May 21, 2008 at 8:01 AM, Adrian Egli OpenSceneGraph (3D)
> <3dhelp at gmail.com> wrote:
>> Hi Robert, Hi others,
>>
>> as you may get from the latest mailing list topics on Parallel Split
>> Shadow
>> Maps implementation and fixes, we get some flickering effect in the shadow
>> if we are working in multi-threaded osgShadow.exe example. By add the
>> --SingleThread parameters, it works fine, no more flickering effect. (some
>> one reported that they have to add also --screen 0, but this not the same
>> problem, i guess) so back to the multi-threading issue we have in osg or
>> at
>> least in pssm.
>>
>> i guess the problem comes from a bad synchronisation or may we don't
>> have
>> yet a the camera synchronised or describted in a dependencie graph.
>> because in pssm we render (a-c) shadow maps into RTT and then we render
>> the
>> whole scene as
>> default viewing camera master m. the a-c should be finish before we start
>> to
>> render the visible / master camera. because the shadow maps are view
>> depended to the m.
>>
>> what are we doing:
>>
>> cull , update all pssm shadow map cameras, render/draw the shadow map
>> cameras, render the scene with GLSL based on the shadow map texture.
>>
>> how can we synchronise this step, it seams not to be enought to work with
>> render order prerender nestedrender or postrender.
>>
>> thanks for short describtion how it works in osg, and how we should fix
>> the
>> problem we have.
>> well for the moment we have a robust working PSSM for singlethread, and
>> this
>> isn't so bad, but it should also work for other settings.
>>
>> regards
>> adrian
>>
>> --
>> ********************************************
>> Adrian Egli
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>>
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Adrian Egli
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