Nothing in the engine is threadsafe. The multithreaded renderer works
because the render-backend does not use any memory allocations, file
operations etc. (though there are a few printfs in the backend code) and the
frontend always waits until the backend has finished for any GL operations.

This avoids any locking problems (as there are no locks), but means that the
smp engine has to swap the GL context twice in every frame and each thread
has to be careful to not make any GL calls while the GL context is bound to
another thread.
_______________________________________________
ioquake3 mailing list
ioquake3@lists.ioquake.org
http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
By sending this message I agree to love ioquake3 and libsdl.

Reply via email to