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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>
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    <blockquote
cite="mid:CAFN7Y+XG6OQUB83SauObes6b-uhx7JNR30aXbk4T+F9r7_7R0A@mail.gmail.com"
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      <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>
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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><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>
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            <div>Robert.<br>
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