This is from the docs:
Don’t call SDL video/event functions from separate threads.
I develop a game that uses opengl in a different thread that loops (with
SDL_GL_SwapBuffers() at the end). Is that wrong? It works for me…
This is from the docs:
Don’t call SDL video/event functions from separate threads.
I develop a game that uses opengl in a different thread that loops (with
SDL_GL_SwapBuffers() at the end). Is that wrong? It works for me…
This is from the docs:
Don’t call SDL video/event functions from separate threads.
I develop a game that uses opengl in a different thread that loops (with
SDL_GL_SwapBuffers() at the end). Is that wrong? It works for me…
Under Win32 it is necessary that the thread that initializes the window
must process the events. I don’t know if this is the only limitation,
but this is the one I experienced with ASC.
If you process the events in a different thread, some things like
Bye,
MartinOn Fri, 27 Apr 2001 05:12:18 -0700, Pontus Marktr?m wrote: