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.
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