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#ActualSillyCow

Posted 30 October 2012 - 12:34 PM

Don’t use it. Focus your time elsewhere, such as on using VBO’s.


I've done many single threaded renderers (Using VBOs since forever). Started to get bored, so I thought I'd give multi-threaded rendering a try. I'd love the extra complexity to shake things up :-) .


As L.Spiro said, I think that multithreaded rendering, or atleast creating multiple command queue concurrently can help.


So I gather that queueing GL render commands is the "traditional" way to go?

#2SillyCow

Posted 30 October 2012 - 12:33 PM

Don’t use it. Focus your time elsewhere, such as on using VBO’s.


I've done many single threaded renderer's (Using VBOs since forever). Started to get bored, so I thought I'd give multi-threaded rendering a try. I'd love the extra complexity to shake things up :-) .


As L.Spiro said, I think that multithreaded rendering, or atleast creating multiple command queue concurrently can help.


So I gather that queueing GL render commands is the "traditional" way to go?

#1SillyCow

Posted 30 October 2012 - 12:32 PM

Don’t use it. Focus your time elsewhere, such as on using VBO’s.


I've done many single threaded renderer's (Using VBOs somce forever). Started to get board, so I thought I'd give multi-threaded rendering a try. I'd love the extra complexity to shake things up :-) .


As L.Spiro said, I think that multithreaded rendering, or atleast creating multiple command queue concurrently can help.


So I gather that queueing GL render commands is the "traditional" way to go?

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