> The OSG doesn't mutex lock GL objects for a single context as the costs would be prohibitive, and it's only required for shared contexts usage so it's not a penalty that is worth paying.
If I didn't use render to texture at all (or if I didn't try to share the generated textures between the contexts) then would it be safe to use DrawThreadPerContext and context sharing ? Or could it cause other issues ?
> You don't provide any information about the set up of the Cameras and render order so there isn't any way for others to be able to guess the cause of this.
My master camera (the one rendering to texture) is set to PRE_RENDER. The render target implementation is set to FRAME_BUFFER_OBJECT but using other implementations doesn't seem to change a thing. It is linked directly to the main scene (using View::setSceneData()).
My two slaves cameras that are displaying the generated texture are both set to POST_RENDER. They are linked to a single Geode with a single drawable attached to it and using the generated texture.
Also, both the Texture2D instance holding the generated texture and the drawable have their data variance set to DYNAMIC.
Do you see any obvious mistake in this ?
Anyway, thank you very much.
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