Good morning,
On Monday, May 30, 2011 19:54:31 ThorstenB wrote:
On 30.05.2011 19:25, Stefan Seifert wrote:
The segfault happens when the main loop thread tries to
access GL information. I know next to nothing about openGL programming
but I seem to recall that it's not allowed to access
On Tuesday 31 May 2011 14:17:23 Mathias Fröhlich wrote:
So, what to do:
The real solution is hard. Tim effecs code *probably* shows how to solve
this. I have never double checked if this is done in a waterproof way, but
I would guess this is ...
A solution that might at least work for
On Friday 13 May 2011 11:03:24 Anders Gidenstam wrote:
Presumably it will also increase the risk of triggering any race condition
and/or unsynchronized data access bugs that may be lurking in the code.
There are some known ones (e.g. during the creation of a particle
system) but there could
On 30.05.2011 19:25, Stefan Seifert wrote:
The segfault happens when the main loop thread tries to
access GL information. I know next to nothing about openGL programming but I
seem to recall that it's not allowed to access the same GL context in
different
threads. So how is this supposed to
Hi!
While trying to get some double digit frame rates out of FG next, I tried to
enable OSG multi threading in preferences.xml, but that leads to a segfault:
#0 0x772af357 in glGetString () from /usr/lib64/libGL.so.1
#1 0x00ab9b3a in SGIsOpenGLExtensionSupported
On Fri, 13 May 2011, Stefan Seifert wrote:
multithreading-mode is disabled by default with a note, that it breaks
screenshots. Is this the only reason or is it known not to be stable?
Presumably it will also increase the risk of triggering any race condition
and/or unsynchronized data access
6 matches
Mail list logo