Hi again all.
I'm a bit of a n00b when it comes to multi threading but thought I may be able to take advantage of it for mesh loading using Assimp. Meshes are made up of sub-meshes, so I thought if I divided the number of meshes up between cores for scaleability and let the threads do their thing there wouldn't be a problem.
Reading from the Assimp Scene object isn't a problem, but the generation of Vertex Array Objects on the open gl side is an issue.
GLuint InitVAO(){
GLuint VAO;
glGenVertexArrays(1, &VAO);
return VAO;
}
In the above case, when called from each thread I get 0xcc generated for each submesh. This is obviously bad! Is there something about opengl not being threadsafe that I don't know about? As I said, I'm a bit n00bish with multithreading so sorry if this is a facepalm-able question