Hi Andreas et. al,

On Tue, Jun 15, 2010 at 5:49 PM, Robert Osfield
<[email protected]> wrote:
> Being able to reliably recreate the deadlock is great news as it'll
> make it far easier to track down the specific cause and to test
> solutions.  I've run out of working day today, but tomorrow I'll come
> back to it and should be able to get a fix checked into tomorrow.

To address the deadlock I've now checked in a fix to
osgTerrain::Terrain and a temporary change to
osgTerrain::GeometryTechnique that avoids the deadlock.

The change to GeometryTechnique does lead to an increase in CPU load
during the update, which has the potentially for breaking frame if too
many tile boundaries are updated during one frame.  This isn't ideal,
and is something I will be addressing, but my first priority is to fix
the deadlock, I'll leave optimization till later.

Could users do an svn update and let me know how you get on.

Cheers,
Robert.
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