Jonathan, I know nuke is your baby but  your the man... Definitely!!!

I'll try that later...

Nicolas

Envoyé de mon iPhone

Le 10 mars 2011 à 17:53, Jonathan Egstad <jegs...@earthlink.net> a écrit :

> I've had no crashing problems with separate threads at the C++ plugin level.  
> If you use the built-in DDImage threading support it should work:
>
>
> static void server_callback(unsigned index, unsigned threads, void* p) {
>   static_cast<MyIop*>(p)->check_server();
> }
>
> void MyIop::check_server() {
>   // talk to renderer, get pixels, call update(), delay;
> }
>
> void MyIop::_validate(for_real) {
>   ...
>   ...
>   if (m_interactive && DD::Image::Application::gui && m_server_status < 
> SERVER_LISTENING) {
>      m_lock.lock();
>      if (m_server_status < SERVER_LISTENING) {
>         Thread::spawn(server_callback, 1, this);
>         m_thread = Thread::thisThread();
>      }
>      m_lock.unlock();
>   }
> }
>
> -jonathan
>
> On Mar 9, 2011, at 9:37 AM, anders langlands wrote:
>
>> I never found a way to update the buffer properly from a separate thread 
>> without nuke crashing. In the end we just added a button to call 
>> asapUpdate() from the main thread. It's stable, and it gives TDs something 
>> to do while they're waiting for renders.
>>
>> On Wed, Mar 9, 2011 at 5:30 PM, Nicolas DUMAY <3djo...@gmail.com> wrote:
>> Hi all,
>>
>> I'm working on a Iop that take his infos ( the pixels ) from an
>> external renderer.
>> My Iop have an internal buffer that I fill with rendered buckets and
>> the engine function simply display that buffer.
>> I'd like to call ASAPUpdate when a bucket ended but that lead to too
>> much call in a few moment and nuke badly segfault. Any idea or
>> workaround?
>>
>> Nicolas
>>
>> Ps: I already try to put a usleep of 0.1 sec before calling ASAPUpdate
>> but this slow my render on simple scene and I'm not sure it's the best
>> way of doing it...
>>
>> Envoyé de mon iPhone
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