Thank you for your question and answer. The problem has been solved.I work 
in a closed environment.Cannot provide code.

I would like to ask how to solve the problem that after OSG thread 
rendering, when the UI thread display will cause thread lag.

void osgQOpenGLWidget::paintGL()

{

OpenThreads::ScopedReadLock locker(_osgMutex);

if (_isFirstFrame) {

_isFirstFrame = false;

m_renderer->getCamera()->getGraphicsContext()->setDefaultFboId(defaultFramebufferObject());

}

m_renderer->frame();

}

在2021年2月8日星期一 UTC+8 下午9:30:15<[email protected]> 写道:

> On Mon, 8 Feb 2021 at 13:21, [email protected] <[email protected]> wrote:
>
>> system win10&osg3.6.4
>>
>> //Modifying the depth test sequence doesn't seem to work
>> setRenderBinDetails(1001,"DepthSorteBin");
>>
>
> There isn't any specific advice we can provide as you've provided no 
> specific information about the problem bit of your scene graph, all we have 
> is a screen shot with a random white quad circled.  
>
> The best I can suggest is to look at your database in a modelling tool and 
> remove the offending bit of geometry/triangles.  That assumes the problem 
> is with some geometry in your scene.
>
> However, you don't provide any information that we can use so my 
> suggestion is just a random guess as to what might be wrong.  You really 
> have to try and provide a clear explanation of what is your scene graph and 
> where the problem might be in this scene graph.
>

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