For contents of the render graph, the following might have some information:

http://www.bricoworks.com/articles/stateset/stateset.html
http://www.bricoworks.com/articles/stategraph/stategraph.html

SingleThreaded means that frame() doesn't return until the draw threads have completed. At that time, you are free to make any changes you want. In other threading models, the draw threads might still be active after frame() returns, but you are guaranteed that objects with dynamic data variance have been processed (only static or unspecified data variance is left for the draw threads to work on).

The update NodeVisitor is for convenience only and isn't required for any modifications.

If your instability (crash?) goes away in SingleThreaded mode, then the issue is either improper use of data variance, or you have a thread safety issue in one of your callbacks.
   -Paul



On 2/20/2012 7:49 AM, Eric Pouliquen wrote:
Thanks Paul for your answer.

You're right, the conservative approch is a good way to think, as it seems to 
be very critical (seeing from stability of the app).

I was wondering effectively what is or not in the render graph, just because it 
seems it can affect a lot the global perf of the app...

Just a little question: Is right to tell that this Dynamic datavariance has no effect in 
"SingleTreaded" mode ?

I'm digging my code because I have instabilities and it always crashes on the 
"frame()" function of the viewer...

Last but not least, in the same way of thinking, I wonder since a long time of what NEED 
to be in an updateCallback... for example, when you change a switch state, or a stateset 
value .. ? Maybe you will answer the same way... the conservative approch is to put every 
modification in an updatecallback, but I just wonder. If on of these chages is not 
correctly coded in such a callback, can it causes crash or only a "one frame" 
update latency ?

Thanks again

Eric

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45603#45603





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