Hello all,

I'm working on project where a viewer is running in one thread, and user 
input/physics simulations/external devices/etc. are happening in one or more 
other threads, but need to modify the scene graph.  Currently, we use mutexes 
which the other threads modify, and update callbacks access the appropriate 
mutex to find out if anything has changed.  I was reading some older forum 
topics which said the OSG doesn't natively support asynchronous updating, so 
this seemed like a good way to accomplish our goal - right now it does 
everything we need it to.

However, I was thinking it might be possible to eliminate the "middle man" by 
having my update callback itself derive from OpenThreads::Mutex, and creating 
two methods (one for updateData() and one called by operator()) which lock the 
mutex, act on the data, and unlock it.  I'm wondering if anyone with more 
experience sees anything wrong with this approach, either conceptually or 
because of performance issues.

Thanks for any input!

Cheers,
Tom

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31310#31310





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