I havn't given much thought to threading alternate frames - the
reason being that the increase in latency is not worth the savings
in frame time.  I design flight simulators for a living - and the
fight to keep latency down is at least as important as the fight to
keep frame rates up.

Nothing in PLIB was ever designed for threading - so expect a LOT
of things to break!

Sadly, you are on your own on this one - this is not a path I'm
interested in treading - it's a steep and twisty path and it's
leading in the wrong direction.

Good luck!

Hemalatha Sharma wrote:
>   Hi,
> We are using Flightgear version 0.9.4, in which we are trying to 
> implement multi-threading. In one thread, processing of next frame will 
> be done and in the other, rendering of the previous frame. Here, 
> fgMainLoop() is split into two threads, all the processing before 
> calling fgRenderFrame() in one thread, i.e. subsystem updates, 
> input/output updates, tile manager updates,  etc., and fgRenderFrame() 
> in the other thread.
> 
> Is this the correct method of splitting processing and rendering of 
> frame data?
> 
> We are using the below to create a thread:
> hThread[1] = 
> CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)fgRenderFrame1,NULL,0,&dwID[1]);
>       CloseHandle(hThread[1]);
> 
> Using the above gives us stack dump error.
> 
> Please give us a solution as to how to implement threading.
> Eagerly waiting for your reply.

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