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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25260#25260 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

