Hi Robert,

Thanks for filling in on the details.

Cheers
Sebastian
Hi Sebastian,

On 1 December 2015 at 16:12, Sebastian Messerschmidt <[email protected] <mailto:[email protected]>> wrote:

    Sorry for answering my own question:

    The reason- of course- is threading. When setting the threading
    model to single-threaded the correct matrix is used in the frame.


I just had a look at the code, you don't set the DataVariance of the osg::Geometry to DYNAMIC so when the viewer runs multi-threaded the vertex update code can update the geometry whilst the previous frame is still being rendered. So rather than the camera lagging the geometry by a frame, it's the geometry actually jumping ahead of the camera.

It's a subtle little bug but quite a good class example of the challenges of trying debug multi-threaded applications :-)

Robert.



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