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

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http://forum.openscenegraph.org/viewtopic.php?p=62761#62761





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