Hi James,

You should be able to use a Drawable with DataVariance set to DYNAMIC for the 
'sync phase', and a second Drawable (with no special dataVariance) for the 
drawing, with your logic implemented in the Drawable's drawImplementation(). 
RenderBins can be used to control when they are drawn. This should achieve what 
you want. Note the dynamic Drawable won't really 'block' the main thread (the 
main thread may still be doing culling, passing other Drawables onto the draw 
queue, etc.), but it will prevent the next frame from commencing until the 
dynamic Drawable is done drawing. This should all work regardless of which 
threading mode's in use. Placing the first drawable in the earliest RenderBin 
should ensure there is as little waiting as necessary.

Cheers,
Jannik

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http://forum.openscenegraph.org/viewtopic.php?p=72089#72089





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