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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!


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