Thanks - I think I am misunderstanding the threading in OSG.
In the gui I though frame() was called at 60fps, eg with a model rotating in 
the view.

If I have a gui thread (say a non-modal dialog) that modifies the scene then I 
need to make sure that I don't have an invalid drawable/vertex array 
combination at any point.

In my own code I was used to having a semaphore that prevented a repaint while 
the data was being modified - but didn't see anything like that in OSG

I will take a look at the suggestion

Cheers,
Martin

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