Am 2017-03-20 14:21, schrieb Nicolai Hähnle:
On 17.03.2017 18:59, gregory hainaut wrote:
If the application is badly/strangely coded, glthread will make it
worst.
The solution ought to be either fix the app or don't use glthread.
It would be nice if glthread could handle this properly, but I don't
currently see how.
The dispatcher thread needs a map of all valid buffer objects. So we
need to update such a map on all glGenBuffers/glDeleteBuffers calls. So
the overhead will be the map lookup on all affected glBindBuffer calls.
Regards,
degasus
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