[gameprogrammer] Re: Multi-Threading in C++
- From: "richard sabbarton" <richard.sabbarton@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 2 May 2007 21:12:37 +0100
Hi Olivier,
Thank you for the feedback. It looks like you can execute more than one
OpenGL command at a time. I found the problem in the end. It was actually
caused by multiple instances of my new thread being spawned. I manage to
cap it to a single thread and I can now load my textures from files using an
array of GLuint variables in the background while I continue rendering.
There is a bit of a drop in framerate but it seems to work OK.
Thanks
Richard
On 02/05/07, Olivier Delannoy <olivier.delannoy@xxxxxxxxx> wrote:
I don't think cause the opengl state is common between both threads so
each opengl function call will act on the machine state shared in the
driver and on the graphic card.
On 5/2/07, richard sabbarton <richard.sabbarton@xxxxxxxxx> wrote:
> Hi All,
>
> I am relatively new to the list and I am still learning. I am working
on a
> 3D game (personal learning project at the moment) and I am trying to
spawn a
> new thread at a certain point in my code. The purpose of this thread is
to
> pull objects, models and textures from files into memory (for OpenGL)
while
> I am continuing to render in the primary thread.
>
> So far I have created a thread and the thread spawns OK. It starts
running
> but during the loading process I am getting access violation errors when
> trying to access arrays of GLuint variables (for the textures). At this
> point the arrays are not in use by the primary thread so I thought I
would
> be able to avoid using any sort of mutex. I am still new to
multi-threading
> and I am using the standard WINAPI CreateThread() function.
>
> Can anyone offer any advice on how to do this or point me to any good
> tutorials online.
>
> Thanks
>
> Richard
--
Olivier Delannoy
ATER
PRiSM Laboratory
Versailles University, FRANCE
---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html
- Follow-Ups:
- [gameprogrammer] Re: Multi-Threading in C++
- From: Olivier Delannoy
- References:
- [gameprogrammer] Multi-Threading in C++
- From: richard sabbarton
- [gameprogrammer] Re: Multi-Threading in C++
- From: Olivier Delannoy
Other related posts:
- » [gameprogrammer] Multi-Threading in C++
- » [gameprogrammer] Re: Multi-Threading in C++
- » [gameprogrammer] Re: Multi-Threading in C++
- » [gameprogrammer] Re: Multi-Threading in C++
- » [gameprogrammer] Re: Multi-Threading in C++
- » [gameprogrammer] Re: Multi-Threading in C++
I don't think cause the opengl state is common between both threads so each opengl function call will act on the machine state shared in the driver and on the graphic card. On 5/2/07, richard sabbarton <richard.sabbarton@xxxxxxxxx> wrote: > Hi All, > > I am relatively new to the list and I am still learning. I am working on a > 3D game (personal learning project at the moment) and I am trying to spawn a > new thread at a certain point in my code. The purpose of this thread is to > pull objects, models and textures from files into memory (for OpenGL) while > I am continuing to render in the primary thread. > > So far I have created a thread and the thread spawns OK. It starts running > but during the loading process I am getting access violation errors when > trying to access arrays of GLuint variables (for the textures). At this > point the arrays are not in use by the primary thread so I thought I would > be able to avoid using any sort of mutex. I am still new to multi-threading > and I am using the standard WINAPI CreateThread() function. > > Can anyone offer any advice on how to do this or point me to any good > tutorials online. > > Thanks > > Richard -- Olivier Delannoy ATER PRiSM Laboratory Versailles University, FRANCE --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
- [gameprogrammer] Re: Multi-Threading in C++
- From: Olivier Delannoy
- [gameprogrammer] Multi-Threading in C++
- From: richard sabbarton
- [gameprogrammer] Re: Multi-Threading in C++
- From: Olivier Delannoy