Hi Robert,
Chasing a set of bugs, I'm very sceptical about the update logic of our
application. In a nutshell, here is currently what we are doing:
while (! done)
{
const double time = elapsedTime();
updateScene(time);
osgViewer::V
Hi Tanguy,
It all depends upon the threading model your are using. Lots has been
written on this topic so searching the archives will reveal lots of info.
The threading models that require extra care are DrawTheadPerContext and
CullThreadPerCameraDrawTheadPerContext, for these the draw thread can
2 matches
Mail list logo