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Re: Interesting catch-up behaviour with GL multi-threading



Yes, we've seen very similar effects. :( One side effect of MTGL is that, due to its big buffers, you may end up generating many frames before they are rendered.


Christopher Hunt wrote:
A quick follow-up on my own posting: I've just enabled multi-threaded GL for all of my app except for when I want to synchronise user input with screen output e.g. when dragging on my globe. I'd be interested to learn whether synchronising user input with screen output is something others have had to contend with when going multi-threaded.

Cheers,
-C

On 28/05/2007, at 8:29 PM, Christopher Hunt wrote:

Having finally built my application for Intel (what took you, I hear you say), I find that enabling Mac OS X's gl multi-threading capability causes an interesting side effect.

Firstly I don't think my application is particularly CPU bound when it comes to GL anyhow so I'm not sure that there's a performance gain to be had with GL multi-threading. Regardless, I enabled it and my application's CPU based functions are definitely sped up given the multi-threading mode - however I now see a lag between my app's processing and what gets rendered. For example, I have a globe with the earth textured on to it. The earth can be dragged around using the mouse as you'd expect. What I find is that the earth continues to spin a bit after I've stopped dragging. If I disable the multi-threading mode of GL then my rendering is synchronised with my mouse dragging and there is continued spinning.

Interesting?

I'm double-buffering and flushing via my context's flushBuffer method to sync with vertical retrace.

Perhaps the GL multi-threaded mode is not for my app given its present efficiency but I thought I'd share this observation in case there's something I'm missing i.e. perhaps I should using multi-threading GL but somehow synchronise with the GL thread when I'm flushing my context...

Ideas? Comments?

BTW: I'm using a 2.66Ghz Quad Xeon so there's some real parallelism happening. :-)

Cheers,
-C
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References: 
 >Interesting catch-up behaviour with GL multi-threading (From: Christopher Hunt <email@hidden>)
 >Re: Interesting catch-up behaviour with GL multi-threading (From: Christopher Hunt <email@hidden>)



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