Hi, 

I have an OSG-based simulation that I'm considering retrofitting to decouple 
the actual simulation rate from the render frame rate. It's not viewer-based. A 
simplified example would be and application that listens for a network message 
identifying two world positions, performs and intersection test, and returns a 
response, while rendering/updating the scene. Currently this happens serially, 
but I want to put the network listener and intersection testing on a separate 
thread. Obviously the shared data here is (a portion of) the scenegraph, which 
may be modified by the render/update thread. I want the network/query thread to 
be able to respond as quickly as possible, and not depend on how fast the scene 
can be drawn, as it is currently. 

Does anyone have any advice/experience/examples for how to best approach this 
kind problem? Is it even feasible?

Thanks,
Craig

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