Thread safeness of OpenGL

This is a discussion on Thread safeness of OpenGL within the Game Programming forums, part of the General Programming Boards category; >OpenGL has no RC passed into most functions. It just set's the "current" one globally. it doesnt need one to ...

  1. #16
    Has a Masters in B.S.
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    >OpenGL has no RC passed into most functions. It just set's the "current" one globally.

    it doesnt need one to be passed by function, nor could it an easily and remain OS/Hardware independant.

    >glFlush(); // flush which one?

    the one that was last made current by wglMakeCurrent(HDC hdc, HGLRC hrc)

    eg. the current RC.

    this is pretty much the most efficient and portable way to do it with procedural programming.
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  2. #17
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    but threads are non-procedural and that's what we've been talking about. if you can't break from a sequential order, you can't be multithreaded.

    I'm not saying that OpenGL is bad, just that it's not threadsafe
    always looking, make an offer. get me out of this place.

  3. #18
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    >but threads are non-procedural and that's what we've been talking about.

    WHAT ARE YOU TALKING ABOUT? of course they are!!

    >just that it's not threadsafe

    maybe im not explaing well, im bad at that, but OpenGL is thread safe.
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