Thanks for your answers.
I have a new doubt. Why does the synchronized block in guardedRun
finish() before the GL rendering? I think some 'dangerous' scenarios
could happen. For example:
1. 'GLThread' thread runs up to 'if (changed)' statement, with changed
== 'true'; then 'GLThread' leaves
for 1)
Within the if (needToWait()) stament block, there may be more code
than just this while(needToWait()) loop. But this is of little use if
this if statement has no 'else' clause. If there is indeed no else
clause, you could remove the 'if' statement all together. Maybe this
is just a
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