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.
The flushing is a better policy to go by. It effectively allows
you dynamic control of the multithreaded engine without all of the
initialization/tear-down costs.
Thanks for this. Just so that I'm absolutely clear then: I should
call glFlush prior to my context's flushBuffer method *only* when in
multithreaded mode. I'm only asking 'cause calling glFlush isn't
normally necessary when calling flushBuffer.
Cheers,
-C
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