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