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.
Multithreading
That pdf describes the situation pretty good, page 33 probably says the most.
So today the method on page 35 is probobly the best(the pdf says so).
Quote:OpenGL Multithreading BasicsIt is possible to do some things while multitreaded, but it's easy to run into trouble.
* Context is limited to one thread
* Limited context synchronization
--- Primarily glFinish
--- Also glBind* to a limited degree
* Easy to run into trouble
So today the method on page 35 is probobly the best(the pdf says so).
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