first off sorry bad title, couldn't think of call exactly.
i've run problem when drawing , loading textures on separate threads using same context. when it's loading textures starts drawing each of loaded texture 1 frame, goes normal.
locking , unlocking opengl code, , debugged check see if locks working , were. leads me believe has threading because changed drawing run on same thread , problem didn't occur. simple solution thought create second context , have them sharing state, i'm still little worried problem might big , might reappear later , trickier fix.
strange thing happens if create gui element (the gui makes use of opengl) , use draw, when loading textures. , debugging it's drawing code seems regardless texture that's being bound @ current active texture (gl_texture0) getting replaced loaded texture somewhere. can avoided changing active texture other gl_texture0, mentioned above seems way of covering problem.
explain happening application side of things. draws table multiple elements, depending on select creates second table , starts drawing (the second table referring above "create gui element"). when select want load textures still drawing same table. except next few frames, each frame of 1 of textures being loaded.
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