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BloodOrange1981

Member Since 29 Apr 2013
Offline Last Active Apr 25 2015 02:41 PM

Posts I've Made

In Topic: Character silhouette visible through geometry problem

02 April 2015 - 03:34 PM

Thanks, I'll try it!


In Topic: Multithreaded mesh loading and 0xcc returned from glGenVertexArrays

31 March 2015 - 12:51 PM

..and to add to what others have mention and by no means to insult your intelligence. This is one of the gotcha's when it comes to OpenGL, multiple context and multithreading and it seems like your understanding of GL context wrt to threads of execution is limited. I would forgo the multi-threading  of the GL object creation for now and start with just threading the actual data loading itself first. Either approach is going to require a fair understanding of not only thread synchronization, but OpenGL object ownership and sharing etc. Multithreading is not as simple as just throwing some task on an thread or 2 and it just works, so just work on getting the non-GL resource loading first and then work on GL part after.

 

I definitely agree. It was an important lesson so I'm glad it only took about 40 minutes of coding to really discover this. With regards to the actual loading Assimp does all of that in via

Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(directory + fileName,flags);

and the parts I was trying to multithread depend on opengl object creation for buffers and textures. I don't really want to go through the tedium of "rolling my own" importer to parse various 3d file formats so I will have to make do with my code as it stands. Thanks!


In Topic: The Atomic Man: Are lockless data structures REALLY worth learning about?

31 March 2015 - 08:51 AM

Thanks for all the feedback and insight so far. It really astounds me how articulate people can get about programming and the merits and demerits of approaches. That in itself is quite inspiring!


In Topic: Multithreaded mesh loading and 0xcc returned from glGenVertexArrays

29 March 2015 - 08:25 AM

Thanks. Is there any way of sharing a context across threads? I imagine if you create multiple contexts across multiple threads, then created resources will be available only on that thread i.e

//I create a VAO on thread1
glCreateVertexArray(1,&myVAO)

//I try to use the created resource in another thread,
//but openGL will get very upset and not know what I'm talking about as it
//is a seperate context
glBindVertexArray(myVAO);


Am I barking mad? 
 


In Topic: Books and Tutorial Recommendation

29 March 2015 - 07:40 AM

OpenGL Superbible is a GREAT book for modern openGL. 6th Edition Introduces modern features like tesselation and geometry shaders at an early stage and tends to use the drawing commands such as glDrawElements, gl DrawArrays etc rather than using data wrapped in "batches" like in the 5th edition. Well worth your money.


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