Hello Christoph,

On 11/21/2011 11:27 AM, "Christoph Fünfzig" wrote:
> I want to do
> singleton->passiveWin[id]->render (singleton->action[id]);
> in several threads on the same aspect.

hmm, may I ask why? That sounds like it would cause quite bad thrashing 
on the driver/GPU side...

> In method RenderPartition::dropFunctor(DrawFunctor&, State*, Int32, bool)
> which belongs to RenderAction, there is
> "
>      DrawableStatsAttachment *st = DrawableStatsAttachment::get(actCore);
>
>      if(st == NULL)
>      {
>          DrawableStatsAttachment::addTo(actCore);
>
>          st = DrawableStatsAttachment::get(actCore);
>      }
>
> "
> which looks not deadlock-free to me (as it adds an attachment to the node),

correct, that is going to cause problems if run concurrently.

> Is there the possibility to move this out of the render traversal
> into a preparation phase "add DrawableStatsAttachment"?

part of the problem is that scene traversal is somewhat expensive for 
OpenSG and if new geometry is added it would need to get an attachment, 
so it's not enough to just run this preparation pass once.

> Or can StatsCollector be switched off completely?

By default the render action does not have a StatCollector; I changed 
the code to only add the attachment and collect statistics if there is a 
collector present (otherwise it's a waste of time anyway).
Incidentally this also fixes a bug where we were counting triangles twice.

> How are resources handled during traversal on different windows?

Sorry for being slow, but I don't quite get what you are asking for, can 
you rephrase the question or give an example of what handling for which 
resources you are interested in?

        Cheers,
                Carsten

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