Ogre Threading Support

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Threading Ogre Wiki

    http://wiki.ogre3d.org/Threading
    If you're using ogre for a game threading isn't really necessary (like sinbad said, graphics are already asynchronous). For things like physics, multi-steps are often done (instead of updating the physics simulation 30 milliseconds, you might have it do 15 milliseconds 2 times.

OGRE_THREAD_SUPPORT == 3 · Issue #454 · OGRECave/ogre · …

    https://github.com/OGRECave/ogre/issues/454
    Jul 20, 2017 · This thread cannot access any of Ogre in a threadsafe manner, it can only use software structures. All data exchanged between the threads must be totally encapsulated in the Request and Response, so that it is self-contained and ownership can be passed cleanly between threads.

Ogre 2.1 FAQ Ogre Wiki

    http://wiki.ogre3d.org/tiki-index.php?page_ref_id=2191
    I'm confused about threading support in Ogre 2.1. There is the "old threading" code and the "new" threading code. The old threading code can be enabled from CMake, and requires a 3rd party dependency to work (Boost, POCO, TBB, etc.).

Ogre 1.10 Mid-Term Report OGRE - Open Source 3D Graphics ...

    https://www.ogre3d.org/2017/09/02/ogre-1-10-mid-term-report
    Sep 02, 2017 · OGRE_THREAD_SUPPORT==1 where resource management is fully threaded, was hopelessly naive. It required too many locks, and also that the rendersystem was multi-threaded. OGRE_THREAD_SUPPORT==2 improved that by not requiring that the rendersystem was threaded, and just doing disk I/O in the background, but still, the whole process is still driven within the Resource …

[OGRE-206] Hide threading header - JIRA

    https://ogre3d.atlassian.net/browse/OGRE-206
    That means you have to add boost to all Ogre projects. Even if you use Ogre as shared libraries, you also have to add boost. It would be helpful to include the threading libraries only in cpp code or headers which only used for building Ogre to avoid including any external library using the SDK.

Proposal: OGRE_THREAD_SUPPORT == 3 - Ogre Forums

    https://forums.ogre3d.org/viewtopic.php?t=52863
    Oct 04, 2009 · We wanted to make sure that any large areas of Ogre that could be helped by threading were made to support it. What we're discussing now is that this new threading mode will provide some default threading implementations to take advantage of it. I am one of those that currently uses OGRE_THREAD_SUPPORT = 0 and I do all my own threading. 0 x

ogre/OgreMain/include/Threading at master · OGRECave/ogre ...

    https://github.com/OGRECave/ogre/tree/master/OgreMain/include/Threading
    Ogre1 - scene-oriented, flexible 3D engine written in C++ - OGRECave/ogre

OGRE 1.7.2 [Cthugha] released! OGRE - Open Source 3D ...

    https://www.ogre3d.org/2010/11/03/ogre-1-7-2-cthugha-released
    Nov 03, 2010 · [3002754] Add OGRE_UNICODE_SUPPORT guard to OgreUTFString.cpp ... Add threading library’s include directory to Ogre include directories in FindOGRE.cmake; Correctly check for PBuffer support even if FBO is supported in GL rendersystem [3043021] Use CMake to make sure that GCC visibility settings are passed along to Xcode.

OGRE: Windows

    https://ogrecave.github.io/ogre/api/2.1/_setting_up_ogre_windows.html
    Note: If necessary, ensure OGRE_CONFIG_THREAD_PROVIDER is set to none and that OGRE_CONFIG_THREADS is unchecked. Don't worry, those CMake configs are about the old threading model. For more information see the Wiki's FAQ I'm confused about threading support in Ogre …

Hope Tactics Ogre Let Us Cling Together on Nintendo Switch ...

    https://en-americas-support.nintendo.com/app/social/questions/detail/qid/89159/~/hope-tactics-ogre-let-us-cling-together-on-nintendo-switch-%21%21%21%21%21
    Tactics Ogre Let Us Cling Together ... Since this is not a tech support related problem, I've gone ahead and locked the thread as well. While I can't guarantee any specific changes will be made, we truly appreciate you providing us with your feedback. For non-Nintendo titles, I would suggest reaching out to the developer for more assistance. ...



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