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Multi-thread and osg::MatrixTransform #1207

Answered by robertosfield
oKermorgant asked this question in Q&A
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Strictly speaking you should only update the main scene graph during the update phase of the rendering loop, so between the viewer,advance() and the call to viewer.renderingTraversals() as this is when the internal nodes of the scene graph are being run single threaded.

If you use DrawThreqdPerContext then the dynamic StateSet and Drawables that are being handled in the draw thread could overlap with the next frame's update unless you se the hint on them about being them dynamic. I'm afraid it's so long since I did work on this I can't remember the API off the top of my head. In the case of transform nodes, they are internal elements so aren't affected by this and won't have any issues as…

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@oKermorgant
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