Hi Jannuk,

This will cause a race condition if there are multiple cull threads, and
any geometry tests that depend upon the correct position will fail.   This
might be OK for certain apps, but not as a default.

Robert.

On 4 April 2015 at 16:10, Jannik Heller <[email protected]> wrote:

> Hi Robert,
>
> I have here a sizable performance improvement for RigGeometry.
>
> The skinning was done in a Drawable::UpdateCallback, which means we
> calculate new vertex positions every frame even if the drawable is culled.
> I have moved it to a Drawable::CullCallback instead, dramatically
> improving performance when there are RigGeometry not currently in the view
> frustum, as often the case in big scenes.
> To prevent multiple updates per frame when multiple cameras are used, the
> CullCallback only updates if the framenumber changed.
>
> I have tested this works in my engine and the osganimationskinning example.
>
> The attached patch is based on svn/trunk r14821.
>
> Cheers,
> Jannik
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63273#63273
>
>
>
>
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