Thanks you very much for this explanation Robert, I better understand it now.
As a side note, setting a drawable to DYNAMIC protects it from being modified by the update traversal, but if I remove a drawable (or its geode) from the scene during the update, do I need to set it to DYNAMIC too ? In other words, drawables in STATIC mode are the only ones which are never modified nor removed from the scene ? On Thu, Sep 18, 2008 at 6:24 PM, Robert Osfield <[EMAIL PROTECTED]>wrote: > Hi Serge, > > On Thu, Sep 18, 2008 at 5:16 PM, Serge Lages <[EMAIL PROTECTED]> > wrote: > > Thanks Wojciech for the tip, I'll try the beta drivers, but could you > > explain why CullDrawThreadPerContext should be safer than > > DrawThreadPerContext ? > > A scene graph that has it's Drawable and StateSet DataVariance setup > correctly (i.e. DYNAMIC for items that change) should be as stable in > DrawThreadPerContext as CullDrawThreadPerContext, but... it's easy to > miss them, but if you get crash on the OSG side then this is something > to look for. > > CullDrawThreadPerContext isn't sensitive to DataVariance settings as > the cull and draw traversal always finished before > Viewer::renderingTraversals() completes, so the main thread that is > calling it (or frame) will work single threaded, while > DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext will > allow the draw thread to overlap with the main thread. > > Robert. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Serge Lages http://www.tharsis-software.com
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