Hi Olivier,

Could you not just share our osg::Geometry between multiple subgraphs, with
each subgraph defining the Uniforms as required?

Robert.

On 30 October 2014 18:20, Olivier Migliorini <[email protected]>
wrote:

> Hi Robert,
>
> Thanks for answering.
>
> In a single osg::geometry, I have several instances of a same object.
> In a cull callback I fill several uniforms corresponding to the positions
> of my object's instances if they are not culled, and set the right number
> of instances not culled to each PrimitiveSet of the geometry.
> And then the rendering is done thanks to a vertex shader that also takes
> care of the possible skinning.
>
> However this is not thread safe.
> Is there a good way to do it thread safe with callback?
> Or without callback? I am pretty sure that I can use geometry shader but
> if possible I would like to do it without geometry shader too.
>
> I hope this is a bit more clear.
>
> I don't know if it helps but I am using version 3.0.1.
>
> Thanks again.
>
> Cheers,
> Olivier
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61468#61468
>
>
>
>
>
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