Re: multithreading
Posted by
Michael Bien on
Jun 28, 2010; 11:45am
URL: https://forum.jogamp.org/multithreading-tp925981p927594.html
you are basically right about AWT. I recommend reading the wiki about
the different ways of doing multi-threading.
esp. the "Why using Foo for high performance is not a good idea "
sections :)
start here:
http://jogamp.org/wiki/index.php/Jogl_FAQ#What_is_Newt.27s_Threading_Model_for_native_window_events_.3F
On AWT we are fairly constraind regarding MT thats right. (this area is
still in development, we experiment with different locking techniques)
regards,
michael
On 06/27/2010 07:47 PM, Evert B [via jogamp] wrote:
If I understand things correctly, JOGL uses a single
thread to do all rendering, and currently this is webstartthe 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!