Matthias Stiller wrote:
>> I'd expect it to be optional, of course.
>>
>> For instance, after it's been transmitted to all cluster servers or
>> contexts, one could call "releaseClientStorage()" on these objects
>> and the only place the data would exist is on the GL side.
>>
>> (And, since you can read-back data, you could implement that as well,
>> if you really needed to retrieve it and send/store it somewhere.)
> 
> This might get very nasty when you want to save the scene as a OSB file 
> to disk. Maybe the thread trying to write to disk is not the one that 
> renders the scene ?

What I meant was that you could call a function to "restore" the 
object's data from OpenGL (obviously from a thread with an active 
gl-context). That must be done between renderings in the same context, 
of course.

Once you've done that, you would be back to today's state of things (dat 
both locally and in OpenGL), and can happily save and render in 
different threads.

Does it make sense?

Cheers,
/Marcus

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