Loading resources in separate thread

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5 comments, last by SparkyFlooner 18 years, 6 months ago
Can I create resources (Textures, Vertex Buffers, etc) on one thread while another thread renders a scene using the same device?
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I don't see any reason that you couldn't if you really wanted to, but unless you're on a machine that's really designed to handle multiple threads in that fashion, I don't think you'd get a very big performance increase.
It's not for performance. It's for a level loader. One thread loads resources, the other shows the 'loading' screen with a status bar that shows the status of the loader thread.

But if DirectX can handle it, then I guess I'm good to go.

Do I need to create the device with the D3DCREATE_MULTITHREADED flag?
Quote:Original post by SparkyFlooner
Do I need to create the device with the D3DCREATE_MULTITHREADED flag?
Yes. The docs say that you get a slight performance loss, but It's completely unnoticible in every app I've written, so don't worry about it.
*cough*HolyCrapitsarepost*Cough*
I read your post Moe. Obviously it didn't answer my question.
Evil Steve,

Thanks for the a answer.

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