Hi Robert! Sorry to disturb you with my simple question
A lot of things to do in a short period time. Thanx again Bye From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Friday, March 20, 2009 4:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osg::Operation lags Hi Roman, You really need to learn how to investigate stuff on your own, I can provide pointers of but it's down to you do learn stuff and to code stuff, you can't expect others to walk you through it. In the case of YieldCurrentThead it's a single line of code that "Yields the Current Thread", so I can't see what more needs explaining, there are plenty of examples of it in the core OSG - just do a grep through the sources. Robert. 2009/3/20 Roman Grigoriev <[email protected]> Thanx Robert! Working with threads a little bit unfamiliar to me. Could you please point me to some examples how to use YieldCurrentThread() Thanx in advance Bye From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Friday, March 20, 2009 1:44 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osg::Operation lags HI Roman, 2009/3/20 Roman Grigoriev <[email protected]> Hi Robert! As you've seen in my operation thread I simply write to stdout simple message: "update" and nothing more. But framerate lags unpredictable. Maybe there is good example or readme how to use operationthread Thanx in advance I have never seen problems like yours when using OperationThread/Operatons, but on a second review I see that your OpenThread never sleeps, it just churns away as effectively a spin lock on the CPU. If your machine doesn't have sufficient cores to handle a thead using 100% of the CPU core then you'll get frame stalls like you have. Try sticking a OpenThreads::Thread::YieldCurrentThread() into your operation. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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