Yes, I absolutely agree and this is actually similar to my first approach. Unfortunately I ran out of address space on 32 bit Windows machines. The available address space is about 1.4 GB and Windows garbage collection is horrible! That's why I replace the geode in use by the new one immediately after completion of calculation. But anyway many thanks for your explanations. This helps me a lot on getting deeper insight.
Am Mittwoch, 24. November 2010, 11:36:33 schrieb Robert Osfield: > 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 -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

