Gerrit Voss wrote:

[...]
sorry to jump in, but we saw this class of problem once before. The
cleanest solution as of now is that the non rendering thread does not
create GLobject Id's.

There is more to it, than just seeing a recreation of display lists,
especially once the created objects should be destroyed again
potentially inside the producer thread.

Can you try the following for your job thread and see if it helps,
from a different mail :


What I basically did is to add a way to force the loading thread not
create any GL objects by setting

  FieldContainerPtr pProto =3D Geometry::getClassType().getPrototype();
  GeometryPtr pGeoProto =3D GeometryPtr::dcast(pProto);

  if(pGeoProto !=3D NullFC)
  {
    pGeoProto->setIgnoreGLForAspect(OSG::Thread::getAspect());
  }

  pProto =3D TextureChunk::getClassType().getPrototype();
  TextureChunkPtr pTexChunkProto =3D TextureChunkPtr::dcast(pProto);

  if(pTexChunkProto !=3D NullFC)
  {
    pTexChunkProto->setIgnoreGLForAspect(OSG::Thread::getAspect());
  }

for this thread.



Note this is only available for the CVS version not for the 1.6 release,
it should be run as part of the init phase of your job thread.
Also there might be other objects around for which I did not add this
earlier like Shaders. So if you come across another container that
creates GLId's and does not have this feature let me know.
Also with this you do not have to sync back to the job thread.

Hi Gerrit,

thanks for the hint. I tried the CVS version of OpenSG and it works fine.
As you said, I do not have to apply the render-thread aspect to the
job-thread aspect any more. Currently, I do not use shaders in my
application and I did not experience problems with other Cores, yet.

Best regards,

Moritz

As for the original problem, changes during the synchronization are
usually not recorded otherwise you would sync the changes just applied
to you rendering thread back to you job thread and back to your
rendering thread and so on.

But in general for the next version we have to put some thinking into
it as what you saw is part of a general problem which must be solved
anyway.



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