I never found a way to update the buffer properly from a separate thread
without nuke crashing. In the end we just added a button to call
asapUpdate() from the main thread. It's stable, and it gives TDs something
to do while they're waiting for renders.

On Wed, Mar 9, 2011 at 5:30 PM, Nicolas DUMAY <[email protected]> wrote:

> Hi all,
>
> I'm working on a Iop that take his infos ( the pixels ) from an
> external renderer.
> My Iop have an internal buffer that I fill with rendered buckets and
> the engine function simply display that buffer.
> I'd like to call ASAPUpdate when a bucket ended but that lead to too
> much call in a few moment and nuke badly segfault. Any idea or
> workaround?
>
> Nicolas
>
> Ps: I already try to put a usleep of 0.1 sec before calling ASAPUpdate
> but this slow my render on simple scene and I'm not sure it's the best
> way of doing it...
>
> Envoyé de mon iPhone
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>
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