Hello, there is something I don't understand:
you say that threading is a complex matter, and if possible better to avoid: Robert Osfield wrote on Wednesday 07 May 2008: > as threading while perfectly doable does add its own > very steep learning curve. yet you also said that SDL is not very good because it prevents multi-threading: > "Personally I wouldn't recommend SDL for windowing for > serious 3d graphics applications, its just way too > limiting - its really just designed for single threaded, > single context apps." > > http://lists.openscenegraph.org/pipermail/osg-users-opens >cenegraph.org/2007-August/000558.html How do I know whether my application needs multi-threading ? Or multiple contexts ? If I have to use SDL anyway (for joystick handling) would that make it automatically single-threaded ? What limitations would SDL impose if I created the window and graphical context with it, for OSG to render in it ? What I have is: viewer.realize(); while ( !viewer.done() && !quit ) { [...] if (joystick) inputDev.handleJoystick(); [...] viewer.getCamera()->setViewMatrix( CameraMatrix ); viewer.frame(); } If multi-threading is complex, I'll avoid it anyway, so SDL might not limit me in this case. I'm a bit confused. Zoltán -- ____________________________________ Zoltan http://sourceforge.net/projects/zsim ____________________________________ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org