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]

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