Hi Robert,

Thanks for answering.

In a single osg::geometry, I have several instances of a same object.
In a cull callback I fill several uniforms corresponding to the positions of my 
object's instances if they are not culled, and set the right number of 
instances not culled to each PrimitiveSet of the geometry.
And then the rendering is done thanks to a vertex shader that also takes care 
of the possible skinning.

However this is not thread safe.
Is there a good way to do it thread safe with callback? 
Or without callback? I am pretty sure that I can use geometry shader but if 
possible I would like to do it without geometry shader too.

I hope this is a bit more clear. 

I don't know if it helps but I am using version 3.0.1. 

Thanks again.

Cheers,
Olivier

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