I've been trying to get »mouse picking« to work with rend3 and for this I've been accessing the meshes and their bounding spheres from a gltf scene inside renderer.mesh_manager.lock_internal_data(). I don't know if it's a bug or not but there's nothing really suggesting here (other than common sense, which fails if you do a bunch of confusing linear algebra between the two invocations,) that calling renderer.add_mesh() afterwards to draw a line between the camera and the intersection point will cause a deadlock (when still holding the mesh_internal_data lock). I'm not sure how it interacts with the renderer.data_core managers. On that note - is there any particular reason why the interface to the mesh_manager is different than to the others ?
I've been trying to get »mouse picking« to work with rend3 and for this I've been accessing the meshes and their bounding spheres from a gltf scene inside
renderer.mesh_manager.lock_internal_data()
. I don't know if it's a bug or not but there's nothing really suggesting here (other than common sense, which fails if you do a bunch of confusing linear algebra between the two invocations,) that callingrenderer.add_mesh()
afterwards to draw a line between the camera and the intersection point will cause a deadlock (when still holding themesh_internal_data
lock). I'm not sure how it interacts with therenderer.data_core
managers. On that note - is there any particular reason why the interface to the mesh_manager is different than to the others ?