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Headless / Multithreaded Rendering

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Headless / Multithreaded Rendering

Postby Hooray » Sun Sep 13, 2020 12:23 pm

https://www.leadwerks.com/community/blo ... rendering/
After working out a thread manager class that stores a stack of C++ command buffers, I've got a pretty nice proof of concept working. I can call functions in the game thread and the appropriate actions are pushed onto a command buffer that is then passed to the rendering thread when World::Render is called. The rendering thread is where all the (currently) OpenGL code is executed. When you create a context or load a shader, all it does is create the appropriate structure and send a request over to the rendering thread to finish the job
Image
[...]
Consequently, there is currently no way of detecting if OpenGL initialization fails(!) and in fact the game will still run along just fine without any graphics rendering! We obviously need a mechanism to detect this, but it is interesting that you can now load a map and run your game without ever creating a window or graphics context.
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Thanks & all the best,
Hooray
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