On Mon, Aug 29, 2011 at 1:31 AM, Nicolas Rougier
<[email protected]>wrote:

> I would add also that OpenGL and threads are not quite friendly. In a
> previous attempt (with glut and previous version of python) I had to
> proxy all OpenGL calls so everything ran ok.


That is exactly why I propose a polling solution. The secondary thread just
blocks permanently on stdin (i.e. a call to raw_input), and each time it
reads a line, it sticks it in a lockless queue. The programmer can then just
check to see if any input is in the queue from the main thread - no need for
OpenGL to know or care about the presence of multiple threads.

I don't have a python implementation handy at the moment, but my original
C++ proof of concept is here:
http://www.gamedev.net/topic/538714-asynchronous-console-input/page__view__findpost__p__4477263

-- 
Tristam MacDonald
System Administrator, Suffolk University Math & CS Department
http://swiftcoder.wordpress.com/

-- 
You received this message because you are subscribed to the Google Groups 
"pyglet-users" group.
To post to this group, send email to [email protected].
To unsubscribe from this group, send email to 
[email protected].
For more options, visit this group at 
http://groups.google.com/group/pyglet-users?hl=en.

Reply via email to