Multithreading

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20 comments, last by lc_overlord 18 years, 6 months ago
Well you all can see that you are getting off topic.

What I wanted to know is this: How does Quake3 use multithreading in its rendering pipeline *** points at q3 source

But what got me interested more is this: www.ati.com/developer/ gdc/GDC2005_OpenGL_Performance.pdf

at the gdc there was definite talk about opengl and multithreading in practice

P.S.

Im only speaking about rendering pipeline, ofcourse you have to do a sepereate thread for network,physics,ai,etc.
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That pdf describes the situation pretty good, page 33 probably says the most.
Quote:OpenGL Multithreading Basics
* Context is limited to one thread
* Limited context synchronization
--- Primarily glFinish
--- Also glBind* to a limited degree
* Easy to run into trouble
It is possible to do some things while multitreaded, but it's easy to run into trouble.

So today the method on page 35 is probobly the best(the pdf says so).

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