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Re: nvidia - threaded optimization crashes

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.
>
 




 3 Posts in Topic:
nvidia - threaded optimization crashes
"Gernot Frisch"  2008-07-22 12:39:48 
Re: nvidia - threaded optimization crashes
MyName <MyName@[EMAIL   2008-07-23 23:08:27 
Re: nvidia - threaded optimization crashes
Ruud van Gaal <ruud@[E  2008-07-25 16:04:12 

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