Yeah, there is some tricky way for using multithreaded texture loading under WindowsOriginally Posted by User137
1. Create context in main thread
2. Call wglMakeCurrent( 0, 0 ) in main thread and create second thread
3. Create new context using main device context(HDC) in second thread and make it current
4. Call wglShareLists( context_from_main_thread, new_context ) in second thread
5. Call wglMakeCurrent for main context in main thread
So, after this you can load resources in second thread and use them in main thread. But you must be careful with other operations, like binding texture before it was loaded in second thread(seems this is my error in demo, but this happens not on all PC's)
Hmm, there is no icon in exe. I compiled it wthout resource file.Originally Posted by User137
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