I am developing a tiling application and I was hoping to up the speed a bit by doing some multithreading. What I want to do is start each of 3 ReadRaster calls in seperate threads (using BeginInvoke delegates), then wait for them to complete and build my RGB image (using EndInvoke). I am using the C# wrapper to the GDAL library. This multithreaded approach is showing clear signs of race conditions, with some of the channels not appearing, random crashes etc. If I ensure each thread completes before I go on to read the next Raster Band it works fine.
Is there anyway to make ReadRaster thread-safe? Maybe by disabling caching which I suspect is the problem.
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