Robert, Thanks for the reply.
I'm fairly certain the cause is buried somewhere else. I just wanted to make sure, given that OSG is a high-performance API (and multithreading isn't something I'm greatly experienced with), that there wasn't some optimization going on that could play into this. Thanks, Joel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46571#46571 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

