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Separate thread for rendering

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Is there any drawback to make separeta thread just for rendering (mostly for "linear-DOS" programming). I write code so that all global varables is used only by render thread? Thanks, Zaharije Pasalic

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Well does the rendering thread also include the buffer flipping? If not, there's a chance that the backbuffer could be flipped to the screen in the middle of a scene rendering, making everything partially drawn to the user.

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Yes. Everything is in one thread "from Clear to Present". I used threading just to avoid message-pump and to migrate to old-dos-linear style of programming.

I am interested is there any performance penality?

Thanks,
Zaharije Pasalic

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I've never tried this before...so I can't answer your question, sorry :-P If you do your coding right, I can't imagine that it would be very difficult to test the differences between linear and threaded to see what works best for your game.

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