Hi Dirk
Well, i had a quick look into the header files and it seems that
multithreading is based on a one writer, multi reader approach
Here is what happens when a thread calls beginEdit to modify a NVSG
object (extracted from Object.h)
* Initiates a safe edit operation on an NVSG Object.
*
* The function returns when the calling thread successfully obtained
write access to the object.
* If the object is currently locked for write or read access from a
concurrent thread, the calling thread
* enters the wait state. It uses no processor time while waiting to
obtain write access.
*
* After getting write access to the object, the function returns a
pointer to the non-const object.
* Throught this pointer, the const and especially the non-const
interface of the object can be accessed.
*
* When the function returns, the object is protected against any
write or read access from concurrent threads.
* After the desired edit operation has been completed, the write
lock for the object must be released through
* a corresponding call to \link nvsg::endEdit endEdit \endlink.
Missing the endEdit call after completing the
* edit operation can cause the system to become deadlocked!
*
* \returns A pointer to the now writable object.
*
This is radically different from what is done in OpenSG where readers
can still access to the original data while writers modify it
Do you think Nvidia approach is bad ?
> I"ve talked to the principal designer at SIGGRAPH (some of you might
>know him, he"s Holger Kunz from nVidia Germany). Apparently they have
>some support for multi-buffer data, but the way I understood it by
>replicating the whole object on a copy-on-write basis. I haven"t looked
>into the source yet, though. He didn"t mention any networking, so I
>doubt that"s in there.
>If anybody has heard other rumors, or has taken a closer look, I"d be
>interested in hearing opinions.
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