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multithreading problem with Nvidia PhysX

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'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics'[/color][color=#333333]
It is proposed (in a sample) that we create a game loop as such:[/color][list]
[*]Logic (you may calculate physics here and other stuff)
[*]Render + Simulate() at start of Render call and FetchResults at end of Render() call
[/list][color=#333333]
However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop.[/color][color=#333333]
I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...[/color]

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