Hi Don,

A couple of nit-picks... 

On Fri, 2006-09-15 at 07:13 -0600, Don Burns wrote:
> OSG uses a read-only protection of data on a single copy of the scene
> graph for each of the downstream phases.  The advantages of this
> approach, at least meets the problems of a multi-buffered approach
> mentioned above.  The one rule that this imposes, is that you cannot
> modify the scene graph during the cull/draw phase. 

I assume these "downstream phases" introduce latency as with any
pipeline configuration? How deep is the OSG pipeline?

Also another concern (as you know :-) of cull/draw modifications is
respecting real-time and time-of-applicability of an input event that is
reflected in the scene. Rendering the scene representing time T should
not be affected by an event at T+1 and directly accessing the cull/draw
stage of a pipeline would do that. A system of timestamps can play
around with dataflow in the simulation to minimize latency but usually
not to push "future events" into the past.

> But this is an easy rule to live with.  If one really, really needs to
> modify the scene graph during this time, it is a simple exercise to
> effect double buffering of the scene graph, allowing a separate thread
> to work on the buffer that is not being used by cull/draw pairs.
> Double buffering is a far cry from Multi-buffering and it retains
> nearly the linear scalability of a non-buffered approach. 
> 
> One other disadvantage of a mult-buffered system is increased latency.

Isn't the presence of a pipeline the reason for the latency?
Multi-buffering is just one way to implement such a pipeline.

Regards,
Marcus


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