3 ms·
> in particular, the fact that it's very difficult and error-prone to make applications that interact with OpenGL from multiple threads. These days I rarely ev
by pcwalton 6y ago
> in particular, the fact that it's very difficult and error-prone to make applications that interact with OpenGL from multiple threads.
These days I rarely ever bother with threaded OpenGL, and I stick to one context per thread, using OS surface sharing primitives (DXGI, IOSurface, etc.) to communicate.