Hi Vincent, The osgviewer stats has scene info collection and works pretty fast so I'm surprised similar code of yours has problems. Is you scene particular big? How many nodes/geometries etc?
As for running in a separate thread when not run the thread in a parallel to the viewer.renderingTraversals(); just put a barrier before and after the call to renderingTraversals(). Robert. On Wed, Apr 22, 2009 at 3:53 PM, Vincent Bourdier <[email protected]> wrote: > Hi, > > I have a problem of how-to : > > I have a function, which need to run into the graph to count the visible > and total number of face. This is a code which is not so quick... so I would > like to put it in a separate thread to avoid my application lags. > But, my thread isn't synchronized yet, so in case of the graph modification > ... it crashes. > > How can I set my thread to be synchronized with osg threads, keeping the > thread advantage or parallel process to avoid the user seeing a lag when the > algorithm traverse the graph ? > > This algorithm is based on NodeVisistors, does it change anything ? > > Thanks for help. > > Regards, > Vincent. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

