robertosfield wrote:
> In general I would discourage use of compile contexts except for very narrow 
> usage models.  The main issue comes down to shadred contexts having the 
> potential for conflicts when reading/writing to shared GL objects.  The OSG 
> doesn't have mutexes built into access of GL objects so can only do shared 
> context/compile context if no GL objects will be accessed by the two contexts 
> concurrently.  Adding such mutexes would add a huge burden on all OSG 
> applications.

Robert, thanks for the very quick reply!
I want to use the compile context thread only for creating and compiling new 
geometry and textures while the draw thread is rendering the old objects. Is it 
then possibe to avoid conflicts with the GL objects? I have already identified 
that flushing deleted GL objects must in that case be done in the compile 
thread as well, but are there other such issues to be aware of? Is the 
IncrementalCompileOperation safe to use as-is with a shared compile context?

Thanks,
Kouchi

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http://forum.openscenegraph.org/viewtopic.php?p=65580#65580





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