Advertisement Jump to content
Sign in to follow this  

OpenGL unspecified number of threads rendering to offscreen buffers

This topic is 3652 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, let's imagine I have 10-20 threads (starting, lasting and ending at different times), each rendering a scene to their respective offscreen buffers. easy or tricky? I understand that each thread will have to set-up its own OpenGl state (initialize OpenGl) and before rendering use the wglMakeCurrent (and during rendering lock other renderings). Is that right? Also, would it be wasted resource/calculation time for one specific thread to initialize, render and release resources each time? (would the initialization and release time be important?)

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!