[osg-users] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
be doing wrong? ... Thank you! Cheers, Karl Wurzel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17939#17939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] [SOLVED] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
OK, I solved the problem myself. If I call traverse(node, nv) in the NodeCallback, the animated objects are shown again, even if the NodeCallback is registered at the root node. ... Cheers, Karl -- Read this topic online here:

[osg-users] Concurrent updates to the scene graph

2009-07-17 Thread Karl Wurzel
Hi, Is it possible in OSG to make changes to the scene graph from a thread other than the rendering thread? What kind of thread-safety does OSG provide on its own and which OSG functions that run in the rendering thread will have to be protected with additional mutexes? I already tried

Re: [osg-users] Concurrent updates to the scene graph

2009-07-22 Thread Karl Wurzel
robertosfield wrote: The best way to tackle this type of work is locally buffer data that you need to update and then sync this on each new frame during the update phase. The osgterrain example has an example of preparing data in background thread and then assigning this to the scene graph