> > I'm not Rudolf but I hope you'll pardon me if I reply :) > > > What is/means engine synchronization? > > My take is that it's a means to lock the driver/hardware, to be able > to serialize the access to it. It's like any other form of locking, just that it's the driver/accelerant which implements it. > That way you don't have to implement your own locking in the > displaydriver class, you just call acquire_engine_global() before calling any accelerant function, then release_engine_global() when you're finished. > > Look at the blit() function here: > http://cvs.sourceforge.net/viewcvs.py/open-beos/current/src/kits/game/WindowScreen.cpp?rev=1.6&view=markup > view=markup> > for an example. Wow!. That article means that quite a lot of the locking shouldn't have to be there. I'm *definitely* socking that away for an optimization later on. :) --DW