3 ms·
Indeed, that's a limitation of OpenGL which is addressed with Vulkan, however you can still use this with Vulkan and make use of the other features like: comman
by tuxalin 7y ago
Indeed, that's a limitation of OpenGL which is addressed with Vulkan, however you can still use this with Vulkan and make use of the other features like: command sorting, less verbose API or command keys.
However, in most cases you wouldn't need the lock-free aspect of it (i.e. should be configurable), since in the end you would dispatch commands from their own threads, as monocasa well-pointed, that is something I do plan to do at some point (a solution better suited for Vulkan/D3D12), but sadly didn't had the free time.