On 20/07/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
for us. The reason why it doesn't are apparently drawStridedSlow and the
brute force setting of gl states. The debugging facilies seem to have really
bad effects on performance too.
Well, that should be fixed anyway, of course.

Yet I think some things should be done, like having vertex and pixel format
fixups in a seperate thread, or shader perhaps compilation. The D3D objects
have to be protected with critical sections too.
I think that should be dependant on whether the device was created
with D3DCREATE_MULTITHREADED or not. I'm not sure how much can be
gained by moving shader compilation into it's own thread, but I
suppose it's worth some tests.


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