Hi Werner,

If you have a multi-threaded rendering and physics calculations then
I'd recommend use of double buffering of the data, and then having the
physics thread write to the buffer, and the rendering thread read from
this.  You could implement the buffer simply as two sets of
osg::Array's and associate osg::PrimtiiveSet's, or even an
osg::Geometry.  Potentially you could even use a osg::Switch or
NodeMask to switch between the version being written to and the one
being read from and thereby use the scene graph itself to provide this
double buffering.

Robert.
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