Hi Nicolas, The OSG by default will use separate OpenGL objects and associated buffers for each graphics context. If you enable sharing of GL objects between contexts then you'll need to run the application single theaded to avoid these shared GL objects and associated buffers being contend.
If it's neither of these issues then try the latest version of the OSG. Robert. On 23 February 2015 at 08:52, Nicolas Baillard <nicolas.baill...@gmail.com> wrote: > Hello everyone. > > I have a view with a master camera rendering to a texture. Then I have two > slave cameras that display this texture into two different windows (so two > different rendering contexts). When I use the DrawThreadPerContext > threading model I get a crash into Texture::TextureObjectSet::moveToBack(). > My investigation on this crash makes me believe it is caused by a race > condition on the texture generated by the master camera : one context is > rendering into it while another is using it. > > Does OSG provide any synchronization mechanism I could use to prevent that > ? > > Regards, > Nicolas > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=62761#62761 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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