[osg-users] Multithreading osgShadow

Robert Osfield robert.osfield at gmail.com
Mon May 18 00:06:39 PDT 2015

Hi Jannik,

Right now you can multi-threaded the viewer level Camera's that you
assign to each GraphicsContext, but there isn't threading support for
osg::Camera in the scene graph such as the ones used by osgShadow.

One potentially could implement threading for in scene graph Camera's
but it'd get pretty complicated to make sure all the shared data
structures are properly managed.  If it were trivial to do we'd have
already done it :-)

As for the performance improvements, it all depends upon what the
bottleneck is, it might help, but it might not make any difference
whatsoever, it'll all depend upon the scene being handled.


On 16 May 2015 at 22:28, Jannik Heller <scrawl at baseoftrash.de> wrote:
> Hi,
> I'm running the osgshadow example and noticed that no extra cameras (beside the main one) are to be seen in the stats handler.
> Why is that?
> I'd assume the light's view point is essentially a Camera, so why not handle it as one? Assigning a separate cull thread to each shadow map (with the CullThreadPerContext thread model) could increase performance by a lot, I imagine. Even more so with split shadow techniques, where each split needs another cull pass.
> Has anyone tried multithreading osgShadow in this way? Am I overlooking something obvious?
> Thanks,
> Jannik
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63748#63748
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