Hi, I do not know the exact context of Your application and its
limitations, but some garbage can be produced with concurrent read/
write. Note that texture loading tasks are You can use glFinish() to
explicitly end particular texture processing tasks if that is Your
question, but it may block Your other threads as well. As I have
written I do not now, how does Your application look like.
Did you Read that? http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_threading/chapter_12_section_3.html
On 2008-05-14, at 23:08, Ben Supnik wrote:
Hi Y'all,
My code will re-specify the contents of textures using
glTexSubImage2d...right now there is no locking between the main
thread (which may be using the texture) and the worker threads
(which are reloading textures).
On the GF8800 I see one-frame flashes in my scene as the textures
are reloaded.
At one point I got a crash in gDrawElements while other threads were
calling glSubTexImage2d...both stacks went into the driver a bit.
Do I need to be applying a bit more locking, either to be correct or
to avoid artifacts?
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-opengl mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-opengl/email@hidden