The buffering is essential for improved asynchronicity between the
CPU and the GPU. It is this cache of things to work on that allows
one processor to perform work while the other is busy.
You can empty this implicit queue by flushing.
glFlush()?
If you do so
strategically, you won't see the lag and will still see the
performance benefits. If you do so too frequently you'll effectively
serialize the MT engine and your performance gains will be mitigated.
OK.
So how about my strategy of disabling/enabling multi threading
depending on what I'm doing i.e. when I start to drag (mouse down)
and stop dragging (mouse up) - is that a decent strategy? It appears
to work well but I'm wondering if I'm better off flushing
strategically as you suggest i.e. within my drawRect and just prior
to the flushBuffer call of my context.
Cheers,
-C
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