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. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

