Hi, Out of curiosity, is OSG's performance sensitive to accesses to threads spawned by it's process? What I mean is, my application runs with an extra thread that, functionally does nothing. At runtime, the application's update traversal time is stable at 0.09. But, if I access that thread *once* (a vector gets updated, but it has no effect on the code in the run() function), my update traversal time gets erratic and varies from 0.20 to 0.60...
The function that gets called locks a mutex and changes the value of a variable, but again, the variable isn't even accessed or used by the other thread. I suspect it has something to do with the call to OpenThreads::ScopedLock... Anyway, the performance hit is pretty minor overall, but it concerns me. Thanks, Joel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46569#46569 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

