Hi Robert Would a StateSet::setBufferIndexBinding(int,stateattribute,mode) based on the same pattern as TextureAttribute would be a proper solution?
robertosfield wrote: > Hi Julien, > > On 24 June 2016 at 16:27, Julien Valentin <> wrote: > > > Ok I understand better > > Will brainstom on a way to respect multithreaded access to stateset > > > > No need to branstorm the muthithreading side. All you need to do is > keep local changes have local affects end of job. The problem is > modifying the parent, this you simply can't do unless they are very > specific circumstances. > > The problem that needs to be looked at is how to serializer without > the need for the set method OR change the way that this StateAttribute > is applied to the StateSet so it's state doesn't affect the parents > data structures. The problem here is that it's a special type of > StateAttribute that uses the StateSet ordering. > > Robert. > _______________________________________________ > osg-submissions mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67812#67812 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
