Hi Robert et al,

I have already set DYNAMIC data variance to both the osgText::Text and the 
osg::Geode which holds the text. Crashes anyway.

I have tried to replicate the error in a more simple environment than our 
production software. But no luck with getting crashes with the simple one. :/

The problem with debugging these type of threading issues are that the crashes 
aren't deterministic, sometimes we can add hundreds of texts to the scene 
before it crashes and sometimes it crashes when adding the first text to the 
scene. 

I will continue to dig into this problem. Hopefully I will find the root cause 
for the crashes soon.

But thank you anyway!

/Björn

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