1
Graphics / Re: Thread separation
« on: November 13, 2019, 12:03:41 pm »
Thank you for the response!
I have more than extended experience in multithreading programming and I am fully aware of the issues. I agree with your assessment that people should not jump into it if they are just getting started.
For my purpose it means that I will have to investigate the details of SFML implementation (which is very clean and easy to follow as a matter of fact) and wrap it around the multithreading facilities I have in mind.
My understanding on the context implementation in SFML though is different than yours. It seems that there is a global shared context, that threads can use and access the state without the need of switching. All you need is an active SFML context on each thread. Please let me know if this is incorrect. I plan proper measures that guarantee no opengl location is written by two threads at the same time.
Your answer gives me a very clear path.
I have more than extended experience in multithreading programming and I am fully aware of the issues. I agree with your assessment that people should not jump into it if they are just getting started.
For my purpose it means that I will have to investigate the details of SFML implementation (which is very clean and easy to follow as a matter of fact) and wrap it around the multithreading facilities I have in mind.
My understanding on the context implementation in SFML though is different than yours. It seems that there is a global shared context, that threads can use and access the state without the need of switching. All you need is an active SFML context on each thread. Please let me know if this is incorrect. I plan proper measures that guarantee no opengl location is written by two threads at the same time.
Your answer gives me a very clear path.