Lionel Ulmer <[EMAIL PROTECTED]> writes: > This means that I will have to change the usage of the X11 critical section > in the D3D code by one of our own (basically, we 'misuse' a bit this crit. > section to prevent two threads doing GL calls at the same time - something > that games like DungeonSiege love to do :-) ).
Do you really need to lock all GL calls, or is it just to protect access to d3d internal structures? The GL libraries themselves should be thread safe right? -- Alexandre Julliard [EMAIL PROTECTED]
