[osg-users] Multithreading osgShadow

Jannik Heller scrawl at baseoftrash.de
Sat May 16 14:28:20 PDT 2015


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?


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