Login  Register

multithreading

Posted by Evert B on Jun 27, 2010; 5:47pm
URL: https://forum.jogamp.org/multithreading-tp925981.html

If I understand things correctly, JOGL uses a single thread to do all rendering, and currently this is the AWT event queue thread (I'm still using 2.0-beta10 so this may no longer be true - I should probably upgrade...). This thread is also responsible for handling mouse and keyboard input (and all other AWT events). So the "quality"/timeliness/accuracy of these events is probably going to be easily affected by the amount of rendering you need to do. Especially if e.g. you want to know exactly when a certain key was pressed in order to perform an accurate simulation (as much as possible).

What do other people think about this?

Would it be a good idea to put GL rendering onto a separate thread, or is there a good reason why this is the same thread as AWT? And how would this be accomplished, since the setRenderingThread API has long been removed?

Thanks for any feedback & best regards!