Yep, got it thanks. It just seemed weird since I'm not a multithreader understander, how you could start the graphics thread before getting to the main frame loop, but at the same time be sure that the culling happens before the draw of the graphics thread. But I guess it just works.
Thanks. On Thu, Mar 18, 2010 at 5:34 PM, Paul Martz <pma...@skew-matrix.com> wrote: > Dan R wrote: >> >> Hi, could someone tell me where the culling takes place if >> multithreading is set to DrawThreadPerContext? I can't seem to trace >> it in the code. It seems like it should happen in the runOperations >> function of GraphicsContext when it goes through the camera list, but >> it seems like that just calls the draw method. > > My guess would be that it happens in the same thread as the event and update > traversals. But one sure way to find out would be to set a breakpoint in one > of the CullVisitor apply methods and look at the call stack and thread ID. > -Paul > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org