I'm not rendering in the audio threat, I just push a redraw request to fltk, and a send an awake event to fltk which is impemented as a pipe internally.
I only block waiting for fltk such that I can submit the redraw request. It returns immediatly and FLTK goes on drawing it's stuff. As I said, realtime safeness is not an issue right now, but if you have hints to make it more "correct", they are welcome :) (Well, I could just use a pipe to wake up fltk to redraw, this should be trivial) Obtaining the best FPS isn't an issue either, because I'm rendering video to the OpenGL context, and I mainly want it to stay in sync with audio more or less. -Richard On 5/22/05, Dave Robillard <[EMAIL PROTECTED]> wrote: > Regardless, you REALLY do not want to be calling rendering functions > from the audio callback. > > Make them run independantly, the GL thread can run as fast as possible > (obtaining the best FPS), and the audio thread can run unhindered. > > Blocking the audio thread waiting to render things is a really, really > bad idea. > > -DR- > >
