robertosfield wrote:
> The best way to tackle this type of work is locally buffer data that
> you need to update and then sync this on each new frame during the
> update phase.  The osgterrain example has an example of preparing data
> in background thread and then assigning this to the scene graph during
> update.  The DatabasePager is also an example of this in action.


Thank you. I have had a look at osgterrain and the DatabasePager. Now I have a 
few questions:

- osgterrain sets the threading model to SingleThreaded. Is there a specific 
reason for this?

- What about setDataVariance(DYNAMIC)? Is this generally necessary for all 
nodes of the scene graph that are updated dynamically?
(all information I have found about this setting is somehow related to osgText 
and freetype not being thread-safe)

- What does the following line in osgterrain do? The function seems to be 
undocumented in the Doxygen documentation.


Code:
// enable the use of compile contexts and associated threads.
osg::DisplaySettings::instance()->setCompileContextsHint(true);



- What is the difference between update operations and update callbacks?

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