Hi all,

On 8/12/06, Paul Martz <[EMAIL PROTECTED]> wrote:
> Seems like this could be rewritten to use a Win32 CRITICAL_SECTION and it
> would be much cleaner, though off the top of my head I'm not sure how to
> implement trylock(), but I will look into it.
>

> Any idea why a CRITICAL_SECTION wasn't used initially? I'm not familiar with
> the InterlockExchange() function.

Don't know, I haven't been party to the Windows OpenThreds
implementation, but my guess is that the contributors were learning
threading/MS's thread API while developing the code.  Alot of code is
developed this way, OpenSceneGraph wouldn't exist if it weren't for
the spirit of having a go at something you've never done before ;-)

Initialy win32 used ptherads on win32 adding yet another dependancy.
I redid implementation using win32 threading. Actual mutex
implementation is slightly modified implementation which I picked up
some time ago, I don't remember where but I believe it' from some STL
implementation (STLport? boost? ). It was fastest mutex I could find
at the time. ( Put aside the race problem that win32 CRITICAL_SECTION
has)

--
Boris
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to