I have a multi-threaded C++ app which does 3D rendering with the OpenSceneGraph library. I'm planning to kick off OSG's render loop as a separate thread using boost::threads, passing a data structure containing shared state in to the thread. I'm trying to avoid anything too heavyweight (like mutexes) for synchronization, as the render loop needs to be pretty tight, and OSG itself tries to avoid having to ever lock. Most of the shared state is set before the thread is started, and never changed. I do have some data that does need to be changed, which I am planning to double-buffer. However, I have a simple boolean for signaling the thread to suspend rendering, and later resume rendering, and another to kill it. In both cases the app thread sets the bool, and the render thread only reads it. Do I need to synchronize access to these bools? As far as I can tell, the worse thing that could happen is the the render loop continues on for an extra frame before suspending or quitting.
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