Re: Odd uses of multiprocessing

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Dave Russell (drussell++at++vsl.ist.ucf.edu)
Thu, 21 Mar 1996 16:06:00 -0500


Have you considered using pfBuffers rather than CycleBuffers? Right now
I have an application that modifies the elements of a pfGeode by
replacing the "old" geode with a "new" geode with the new GeoSets
attached. This is all done with the pfBuffer structure and a
pfBuffer::replace call which "switches" the two pfGeodes. Once all of
the modifications have been made, a call to pfBuffer::merge() actually
implements the changes made to the scene.

All of these changes are made in a forked process which makes the
changes as quickly as possible. I don't know of a way to guarantee that
the changes are made on a frame by frame basis. You can be sure,
however, that the changes will be incorporated into the scene as soon as
possible after you have finished building the geosets.

Thomas Hudson wrote:
>
> I'm having trouble with some multiprocessing code under 2.0, and was
> wondering if anybody can give me advice. We have a pfGeode which is
> doing continuous dynamic LOD, so that the *number of geosets*, as well
> as the *length of their attribute arrays*, can change every frame.
> pfCycleBuffers don't seem to be able to handle this. Any suggestions?
> How much of Performer's functionality do I risk losing if I stop building
> pfGeoSets and just render the raw GL tristrips myself during the DRAW
> phase?
>
> One other question - often, when I've made my app multiprocessing-unsafe,
> I get a coredump that my debugger can't read. This means hunting through
> the code for things that *might* cause multiproc to fail. Is there any
> common wisdom as to how to debug multiprocessing problems?
>
> Thanks.
>
> Tom Hudson
> UNC-CH Modeling and Walkthrough Groups
> // hudson++at++cs.unc.edu

-- 
David Russell				|    	
Visual Systems Lab			|	Static worlds breed	
Institute for Simulation and Training	|	   static minds.
					|	     
drussell++at++vsl.ist.ucf.edu		|   CHANGE YOUR (virtual) WORLD!

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