Curtis L. Olson writes:

> David Megginson writes:

> > What you need to do is isolate the tile manager completely, so that it
> > has (almost) no dependencies on the rest of the program, except for
> > one structure for data exchange.
> 
> I don't think the solution can be that trivially simple.  The render
> thread has opengl/scene graph dependencies.  The tile pager has
> opengl/scene graph dependencies.  That in itself forces you to do a
> *lot* of horsing around.
> 
> For instance, you can't directly call a plib model loader in the tile
> paging thread because that could involve creating textures (which
> would involve opengl calls) and you'd open yourself up for strange
> crashes and wierd visual anomalies.

Surely it is possible to do a byte by byte copy of the tile from disk 
to memory in a separate thread, without *any* Opengl/ssg/plib 
dependency, such that the main thread need only access memory 
and not disk?

Cheers - Dave

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