by Ruud van Gaal <ruud@[EMAIL PROTECTED]
>
Jul 25, 2008 at 04:04 PM
Apple has an explicit (AGL?) option to turn on threaded OpenGL.
It just states that the OpenGL driver starts a separate thread to
execute all OpenGL commands. The downside is that with every glGet() it
has to synchronise and this can make things worse rather than faster.
I tried it on a project of mine and things got quite a bit worse;
ofcourse that tells things about my renderer but still, there's only so
much time to devote to a rendering library.
Cra****ng is easier to do when multi-threading, that's for sure. ;-)
Perhaps also it's a dangling pointer.
Debugging it... I don't know. Try other driver versions, that may tell
whether it's perhaps nVidia or perhaps your own code...
Ruud
Gernot Frisch wrote:
>
> Hi,
>
> some of my customers re****t a crash when they have the option "threaded
> optimization" "on", using Windows XP and new NVidia cards.
> - What is this option
> - Why does my program crash (I think it's got to do with VBO)
> - How could I debug that?
>
> Thank you.
>