Hi Robert, thanks for the answer!<br><br>--Vaillancourt<br><br><div class="gmail_quote"><div dir="auto" class="gmail_attr">On Wednesday, September 30, 2020 at 12:19:14 p.m. UTC-4 OpenSceneGraph Users wrote:<br></div><blockquote class="gmail_quote" style="margin: 0 0 0 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div dir="ltr"><div>Hi Vaillancourt,</div><div><br></div><div>The OSG does not provide thread safe sharing of contexts, and OpenGL itself doesn't provide it either, so even if we attempted to mutex lock all access to GL objects that multi-threaded nature of graphics would step around locks we attempted to add. If you want to share contexts then you'll need to use single threading.<br></div><div><br></div><div>With the VSG Vulkan objects are per logical device so you can share objects on the same hardware in a more user controlled way, one still has to take care because the objects aren't generally safe to read/write to one has to use explicit synchronization when managing objects to avoid threading collisions. The VSG and Vulkan have waaay lower CPU overhead so multi-threading is actually far less critical for performance, paradoxically as Vulkan is so much better at handling threading!<br></div><div><br></div><div>Robert.<br></div></div><br><div class="gmail_quote"></div><br></blockquote></div>
<p></p>
-- <br />
You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group.<br />
To unsubscribe from this group and stop receiving emails from it, send an email to <a href="mailto:osg-users+unsubscribe@googlegroups.com">osg-users+unsubscribe@googlegroups.com</a>.<br />
To view this discussion on the web visit <a href="https://groups.google.com/d/msgid/osg-users/84b58dd1-f9a7-426e-b2bb-4ddfde69ad1en%40googlegroups.com?utm_medium=email&utm_source=footer">https://groups.google.com/d/msgid/osg-users/84b58dd1-f9a7-426e-b2bb-4ddfde69ad1en%40googlegroups.com</a>.<br />