UNCLASSIFIED
Thanks again Paul,

I am using ref_ptrs but maybe not properly.

I will analyse my code again.

Cheers
Russell


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From: Paul Pocock [mailto:[email protected]]
Sent: Tuesday, 14 November, 2017 2:34 p.m.
To: Thamm, Russell
Subject: Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]


Hi Russell, Sill question but are you using ref_ptrs ?

On 14/11/17 10:45, Thamm, Russell wrote:

UNCLASSIFIED
Hi Paul,

Thanks for your response.

The viewer is single-threaded. Furthermore, I now make all modifications to the 
scene tree in the render thread (prerender) but I still get the occasional 
crash in the render thread:

C:\Program Files\Microsoft Visual Studio  9.0\VC\include\vector line 116

Expression("this->_Has_Container()", 0)

Unfortunately the error doesn't occur reliably enough to track down. It does 
seem to occur when I modify the scene tree.

Cheers
Russell


IMPORTANT: This email remains the property of the Department of Defence and is 
subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have 
received this email in error, you are requested to contact the sender and 
delete the email.
From: Paul Pocock [mailto:[email protected]]
Sent: Thursday, 9 November, 2017 2:50 p.m.
To: OpenSceneGraph Users; Thamm, Russell
Subject: Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]


Hi Russell,

I suppose setting the threading model to SingleThreaded is not an option, maybe 
set Root Node to DYNAMIC variance? I can't remember the actual call.

good luck,

On 09/11/17 14:49, Thamm, Russell wrote:

UNCLASSIFIED
Hi

I am in the process of porting an MFC application from plib to osg.

Currently, if I want to actually modify the scene graph (adding, deleting nodes 
etc) while the render thread is running I do the following:

parentNode->setNodeMask(0);
modify scene graph below parent node
parentNode->setNodeMask(~0);

This seems to work but is there a better way?

Cheers
Russell












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