Hi,
I had similar problems in OSG 2.8.2 when calling
osgText::Text::setText(string) while the text was being rendered by
another thread. My solution was to use a DrawCallback and a Mutex lock
to avoid calling setText at the same time as the drawImplementation.
I'm not sure if this is a good
Hi Martin,
Use the viewer.frame() method to run event, update and rendering traversals:
while(!done)
{
// Your code...
viewer.frame();
}
Alternatively you can run each method separately:
viewer.realize();
while(!done)
{
// Your code...
viewer.advance();
Hi,
I have had some problems with OSG freezing when running in
ThreadPerCamera mode. My problems
were resolved with two changes:
The first one changes the order of the startRenderingBarrier and the
reset of the endDynamicDrawBlock.
This makes sure that the reset of the _endDynamicDrawBlock is
Hi,
When using a CompositeViewer and multiple threads, I found that it is
necessary to run getBound() on the topnode of the scenes between
updateTraversals() and renderingTraversals() to be sure to be thread safe. I
read that this is done in SceneView::update(), but is this the correct way
of
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