It might be worth mentioning that one issue with sharing of context is the core OSG doesn't know objects are being shared, or that potentially two threads will be trying to access the same buffers, so there is a potential threading problem with allocation, copying and deletion of display lists/texture objects.  To avoid this one has to run osgProducer single threaded.

Longer term we'll need to look into the threading issues of sharing graphics contexts, something that we'd need to be very careful about as adding mutex to every display list or texture object usage would be a very serious performance issue.

I though I raise this, as perhaps it might explain double attempts at compiling texture objects - if it is this race condition then run the context single threaded and see if the problem still exists.

Robert.
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