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Jul 8, 2012 at 10:34 history tweeted twitter.com/#!/StackGameDev/status/221915163144617985
Jul 7, 2012 at 18:22 vote accept tigrou
Jul 7, 2012 at 18:16 comment added Nathan Reed There's actually no need to have two CPU threads to get the second scenario described in your edit. As I mentioned, the driver will already double-buffer the GPU commands behind the scenes. As long as you don't do anything that explicitly forces the CPU and GPU to wait for each other, you should get scenario 2 even with just one CPU thread. The boundary of one frame and the next is defined by the SwapBuffers call, so the driver has no problem identifying that.
Jul 7, 2012 at 13:13 history edited tigrou CC BY-SA 3.0
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Jul 7, 2012 at 12:00 history edited tigrou CC BY-SA 3.0
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Jul 7, 2012 at 11:46 history edited tigrou CC BY-SA 3.0
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Jul 6, 2012 at 22:51 answer added Nathan Reed timeline score: 5
Jul 6, 2012 at 21:28 answer added Kylotan timeline score: 3
Jul 6, 2012 at 20:51 history edited tigrou CC BY-SA 3.0
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Jul 6, 2012 at 20:31 history edited tigrou CC BY-SA 3.0
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Jul 6, 2012 at 20:23 history edited tigrou CC BY-SA 3.0
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Jul 6, 2012 at 20:15 history edited tigrou CC BY-SA 3.0
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Jul 6, 2012 at 20:09 history asked tigrou CC BY-SA 3.0