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<div class="moz-cite-prefix">Hi Robert, <br>
<br>
Thanks for filling in on the details. <br>
<br>
Cheers<br>
Sebastian <br>
</div>
<blockquote
cite="mid:CAFN7Y+XG6OQUB83SauObes6b-uhx7JNR30aXbk4T+F9r7_7R0A@mail.gmail.com"
type="cite">
<div dir="ltr">Hi Sebastian,<br>
<div class="gmail_extra"><br>
<div class="gmail_quote">On 1 December 2015 at 16:12,
Sebastian Messerschmidt <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:sebastian.messerschmidt@gmx.de"
target="_blank"><a class="moz-txt-link-abbreviated" href="mailto:sebastian.messerschmidt@gmx.de">sebastian.messerschmidt@gmx.de</a></a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
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<div>Sorry for answering my own question:<br>
<br>
The reason- of course- is threading. When setting the
threading model to single-threaded the correct matrix
is used in the frame.<br>
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<div>I just had a look at the code, you don't set the
DataVariance of the osg::Geometry to DYNAMIC so when the
viewer runs multi-threaded the vertex update code can
update the geometry whilst the previous frame is still
being rendered. So rather than the camera lagging the
geometry by a frame, it's the geometry actually jumping
ahead of the camera.<br>
<br>
</div>
<div>It's a subtle little bug but quite a good class example
of the challenges of trying debug multi-threaded
applications :-)<br>
</div>
<div><br>
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<div>Robert.<br>
</div>
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