<div dir="ltr">Hi Kouichi,<br><div class="gmail_extra"><br><div class="gmail_quote">On 8 November 2015 at 17:55, Kouichi Yoshizawa <span dir="ltr"><<a href="mailto:kouichi.yoshizawa23@gmail.com" target="_blank">kouichi.yoshizawa23@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">
</span>Robert, thanks for the very quick reply!<br>
I want to use the compile context thread only for creating and compiling new geometry and textures while the draw thread is rendering the old objects. Is it then possibe to avoid conflicts with the GL objects? I have already identified that flushing deleted GL objects must in that case be done in the compile thread as well, but are there other such issues to be aware of? Is the IncrementalCompileOperation safe to use as-is with a shared compile context?<br></blockquote><div><br></div><div>Personally I'd keep things simply. Reading/create/optimize the actual scene graph data in a background thread and then use the IncrementalCompileOperation to download objects from the new scene graph bit by bit so your application doesn't break frame.<br><br></div><div>Potentially you could try compile context but having experimented with it in the past it can work with some platforms and not others, I wouldn’t recommend it.<br><br></div><div>As a general rule, implement the actual functionality you need in a simple and straight forward way and if it performs how you need it your job is down, use the free time to go for a walk, spend time with family and friends etc. If performance isn't sufficient benchmark it, find out where the bottlenecks are, and only then if you really need to start looking for more complex solutions that might solve your problems.<br><br></div><div>Robert<br></div><div> </div><div><br><br> </div></div></div></div>