Hello everyone. I have a view with a master camera rendering to a texture. Then I have two slave cameras that display this texture into two different windows (so two different rendering contexts). When I use the DrawThreadPerContext threading model I get a crash into Texture::TextureObjectSet::moveToBack(). My investigation on this crash makes me believe it is caused by a race condition on the texture generated by the master camera : one context is rendering into it while another is using it.
Does OSG provide any synchronization mechanism I could use to prevent that ? Regards, Nicolas ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62761#62761 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

