That part I get. I guess I'm confused by some of the statements in the docs
about calling UnlockScene before checking the abort flag and by the example
code which seems to use a simple abort flag in some cases and a Win32 Event
in others.


On Tue, May 1, 2012 at 3:56 PM, Ben Houston <b...@exocortex.com> wrote:

> A very easy way of using it would be to set a global boolean
> somewhere, such as "bool gAbortRequested" on start of render to
> "false".  Then check it periodically on your render thread.  When
> abort is called just set gAbordRender to "true" and eventually your
> renderer thread will check that variable, notice it is "true" and
> stop.  It does take a bit of engineering to make sure it can stop
> without memory leaks.
> -ben
>
> On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk <nico...@redshift3d.com>
> wrote:
> > Understood - so given that I should use it, how do I use it properly?
> >
> >
> > On Tue, May 1, 2012 at 3:48 PM, Ben Houston <b...@exocortex.com> wrote:
> >>
> >> You can technically ignore it, but if your render is long, user's will
> >> get annoyed with it and complain.  Thus for the best user experience,
> >> you want to pay attention to it.
> >> -ben
> >>
> >> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk <nico...@redshift3d.com
> >
> >> wrote:
> >> > Hey guys,
> >> >
> >> > Does anyone have any experience with the Custom Render Abort callback?
> >> > I'm confused by some statements and the example code in the docs.
> >> >
> >> > The docs say that in response to the abort callback we should halt
> >> > further
> >> > processing as soon as possible and return CStatus::Abort from the
> >> > Process
> >> > callback.
> >> > What is an acceptable "as soon as possible"? Obviously we can't check
> >> > whether the abort flag is set for every line of code.
> >> > Are there functions that will fail or hang if used after Abort has
> been
> >> > called? Anything else we should be aware of here? For instance is it
> >> > technically legal (albeit not nice to the user) to ignore the Abort
> >> > callback
> >> > and just keep on extracting data and sending fragments to Soft?
> >> >
> >> > Also, I'm confused by this statement in the docs on the Abort
> callback:
> >> > "The
> >> > optimal way of doing this is to unlock the scene graph first, and then
> >> > check
> >> > whether the flag has been set, in which case it should stop
> immediately,
> >> > otherwise then lock the scene graph again and carry on." What is the
> >> > purpose
> >> > of unlocking the scene graph prior to checking the abort flag? Why not
> >> > just
> >> > unlock if we find that the abort flag has been set?
> >> >
> >> > Finally, in the ColorRenderer example in the docs, why is the abort
> >> > check
> >> > that's done after sending each new fragment waiting on an event rather
> >> > than
> >> > simply calling isAborted()?
> >> > Why the distinction here?
> >> >
> >> > Thanks!
> >> >
> >> > -Nicolas
> >>
> >>
> >>
> >> --
> >> Best regards,
> >> Ben Houston
> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> >> http://Exocortex.com - Passionate CG Software Professionals.
> >>
> >
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>
>

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