Hi Jan,

On 1/5/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
Also I am missing a category for multi-threaded access to the scenegraph from
outside of OSG core - e.g. our OSG applications are commonly driven by CORBA
(RPC) calls which are asynchronous in nature and frequently require to perform
changes in the scene graph from different threads. At the moment the
synchronization is quite tricky to do as OSG doesn't really provide any explicit
support for this.

I believe this is something that is orthogonal to osgViewer, but would
need to be coorprative with it.  Fully asynchronous read/write access
to the scene graph requires buffering and I'm against this for
performance, design and maintaince issues.

What the OSG does support is single threaded write, multi-threaded
read access, and can do this with very localised buffering of OpenGL
objects handles, this leads lightweight and high performance
multi-threading support.

This leaves the type of usage that you require a bit at odds at what
the OSG can easily deliver.  Perhaps one way would have to manage
things would be something along the lines of use a command queue where
you put commands in asynchronously into a queue and these get served
at appropriate times in the apps frame cycle, and results put back
into output buffer.  I easiest way to tackle this might to have layer
above osgIntrospection and osgViewer that provides the services that
you require.

How do you tackle this right now?

Robert.
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