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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