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seen Jul 26 at 15:42

Mar
27
comment WinAPI SwapBuffers and Threads
@bobobobo Oh, sorry, I somehow missed Sean's name there. Nevertheless, things like glTexImage2D cannot really be async by design, which basically makes it impossible to use memory mapping here. Things like that just become annoying without threads.
Mar
25
comment WinAPI SwapBuffers and Threads
@bobobobo Don't they explicitly say here blogs.msdn.com/b/oldnewthing/archive/2005/10/11/479587.aspx that window handles and HDCs are thread-safe, as long as they do not get used simultaneously by two threads, or get freed by a different thread than the one that created them? Also, if that wouldn't be possible, how would I "create a GL context for each thread", as you suggested earlier? Because to create a GL context I either need a HDC or another GL context, which would be impossible if they are thread-bound.
Mar
24
comment WinAPI SwapBuffers and Threads
No. I would've implemented a job-system further down. I just wanted to really abstract away the whole window stuff. So the main Thread would've just used the usual GetMessage-Loop, while pumping the events into a thread-safe queue, from which the game loop could then read. I'm wondering though: If I can't call glTexImage2D etc. from a different thread, I have to be really careful about memory mapped files? Because then that call could potentially lock for a longer time, and since I can't separate the message queue, that would mean that the window is unresponsive.
Mar
24
comment WinAPI SwapBuffers and Threads
Okay, well I guess than I have to do the thread-abstraction elsewhere. I'll accept your answer in a few hours. :)
May
28
comment Handle many lights in a scene (with shaders)
@Darkwings You're basically describing here what blubb asked for. How do I walk? Well, I think the solution here is just to walk! (Worked for me.) ;-) "you need to know if that source is illuminating something in your view frustum." <- That is exactly what he asks for, he wants to know how he can do that. ^^ Although the cone/sphere thing from Kikaimaru is probably helpful.
May
28
comment Are bounding volumes created by artists?
@Adam Hm.. and where do those physics meshes come from? I can't really find something useful when googling for "physics meshes".
May
27
comment Are bounding volumes created by artists?
Thanks for the answer. So that means for e.g. a building it is most likely not exported as one big mesh, but as a file with many small objects in it? Because otherwise getting bounding volumes for staircases etc. is kind of impossible? - A followup question would be: How can a program decide which kind of bounding volume is appropriate? One doesn't want spheres for staircases obviously. Also, are non-loose bounding volumes of any use? I imagine they're quite expensive for collision detection.
May
27
comment Are bounding volumes created by artists?
@JoshPetrie My intention was just to address if different kinds of games (FPS, RPG, RTS) have different requirements at this point. :)