<div dir="ltr">Cheers Robert, it is working a treat now.<div><br></div><div>Brian<br><br>On Wednesday, 24 June 2020 12:47:55 UTC+1, OpenSceneGraph Users wrote:<blockquote class="gmail_quote" style="margin: 0;margin-left: 0.8ex;border-left: 1px #ccc solid;padding-left: 1ex;"><div dir="ltr"><div dir="ltr">On Wed, 24 Jun 2020 at 11:52, OpenSceneGraph Users <<a href="javascript:" target="_blank" gdf-obfuscated-mailto="rOHNo-RhBwAJ" rel="nofollow" onmousedown="this.href='javascript:';return true;" onclick="this.href='javascript:';return true;">osg-...@lists.<wbr>openscenegraph.org</a>> wrote:<br></div><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">I think I have enough for a way forward now.<div>One small remaining question,</div><div><br></div><div>Does readRefNodeFile access GL at all for any of these file formats:".3ds",".dae",".shp","<wbr>.dxf"?</div><div>Or, to put it another way, can readRefNodeFile be called safely from a std:async thread to return something containing a usable osg::Node within the main application?</div></div></blockquote><div><br></div><div>None of the OSG plugins doing any OpenGL calls, they simply create scene graph data and then return this to the application which then decides what it wants to do with it.<br></div><div> </div><div> </div></div></div>
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