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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