Hi,
> I think that should be dependant on whether the device was created
> with D3DCREATE_MULTITHREADED or not. I'm not sure how much can be
> gained by moving shader compilation into it's own thread, but I
> suppose it's worth some tests.
Correct.
I wrote a quick and dirty patch to do vertex fixu
On 20/07/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
for us. The reason why it doesn't are apparently drawStridedSlow and the
brute force setting of gl states. The debugging facilies seem to have really
bad effects on performance too.
Well, that should be fixed anyway, of course.
Yet I thin
I already more or less mentioned this on IRC, but I think this sounds
like a lot of trouble to implement and maintain, while I'm not quite
convinced it will be worth it.
Hi,
(warning: long mail)
Currently the wined3d code is doing more or less syncronous rendering, that
means that a Direct3D function call from the app results directly results in
the equivalent opengl call(s). There are a few issues with that:
* Multithreaded Direct3D: Opengl calls can only be d