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From the Blue Book (OpenGL Superbible 7th ed., pp. 662f.): You can have multiple contexts and share data between them, but that isn't very effective. The approach sketched in the other answer (one render thread - mutliple data generation threads) is surely the best practice. You can have buffer objects to your application's needs and pass pointers around ...


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OpenGL is not multithreaded. All your GL commands must run in the same thread in which the GL context was created: it is not shareable between threads. Any attempt to share the context between threads will lead to undefined behaviour. Your high ms/frame time is due to everything being done on a single thread. I propose two practical solutions to your problem:...


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