Thanks a lot for your hint about the viewer.
In batch mode the viewer wasn't completely initialized and I initially looked
at the wrong place.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64607#64607
Hi Sebastian,
the sample code is called asynchronously from several compute threads.
When I make sure that only one thread at a time calls accept() everything is
rock solid (millions of calls). But it's running slowly and doesn't scale well
with the number of cores.
Without the lock the
Hi Matthias,
Hi Sebastian,
the sample code is called asynchronously from several compute threads.
When I make sure that only one thread at a time calls accept() everything is
rock solid (millions of calls). But it's running slowly and doesn't scale well
with the number of cores.
Without
Hi folks,
should the IntersectionVisitor and LineSegmentIntersector be threadsafe?
With the multithreaded pseudocode below everything works fine with the
ScopedLock. If I disable the ScopedLock I get wrong results.
Thank you!
Cheers,
Matthias
Code:
osg::Vec3d dummy;
Hello Matthias,
What do you mean by threadsafe in this context?
By locking the mutex you achive nothing but subtle changes in timings,
if you don't lock it somewhere else.
Are you maybe refering to multiple threaded intersectors?
Indeed the intersection should be safe if done after the
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