Ok I figured out by looking closer at the stats handler that a better
way to do it is to implement a draw callback for the text object that
uses a mutex to prevent multiple threads from accessing the text string
simultaneously.

 

Alex

________________________________

From: [email protected]
[mailto:[email protected]] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 5:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] When is right time to update text on the screen

 

I seem to have fixed the problem by setting the data variance on my
osgText object to DYNAMIC. I'm wondering if this is the proper way to
handle this situation though - because when I look at the StatsHandler
for an example it appears to be modifying it's osgText nodes, but it
does not set the data variance to DYNAMIC. Why does it work for the
StatsHandler, but not for my code? Is it because the StatsHandler
modifies its text during the event traversal and I modify my text during
the update traversal? Should I be modifying it during event traversal
only?

 

Thanks.

 

Alex

 

________________________________

From: [email protected]
[mailto:[email protected]] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 4:26 PM
To: OpenSceneGraph Users
Subject: [osg-users] When is right time to update text on the screen

 

Is there a proper time to make changes to an osgText object's text? I
seem to be having a problem where if I update some text in an update
callback function it causes a segfault when I'm running the viewer in
multi-threaded mode, but not in single threaded mode. I'm guessing
because the text object is modified while is it being used by the render
thread. Is there something wrong with how I am doing it?

 

Thanks.

 

Alex

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