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 > _______________________________________________ > Nuke-dev mailing list > [email protected] > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev >
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