Hi Mike,

On 4/11/07, Mike Wittman <[EMAIL PROTECTED]> wrote:
It's possible to do explicit synchronous deletions via C#, so if there
is a small number of classes/situations that require deletion via the
render thread I think it would be better and cleaner to have the user
take on this responsibility.

There isn't anything that gets significant deleted in the rendering
thread, what will be allocated and deleted here will be temporary data
used internally by the rendering backend.  Most scene graph elements
will get created and deleted in the main thread, the threading models
that the OSG support require this.

Given what you wrote below would it be correct to say that, under normal
osgViewer usage, ensuring the viewer object is deleted in the render
thread is sufficient to ensure all the OpenGL objects are deleted in the
render thread?

The requirement to delete OpenGL objects from the rendering thread is
not an OSG requirement but an OpenGL one, the osgViewer manage this
for you any way so the app developer doesn't need to worry about it.
The OpenGL objects are all created by the driver on the OpenGL side so
arn't something that C# will worry about so I think things should be
pretty straightforward.

Robert.
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