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https://www.ogre3d.org/support
There are several support resources that you will want to consult when you have a problem: Forums – The primary support mechanism as the forums are populated with a large number of experienced users who are always happy to help.; Wiki – This is a repository of tutorials and reference knowledge which you should definitely consult if you need a hint. ...
https://github.com/OGRECave/ogre/issues/454
Jul 20, 2017 · Resource prepare() when OGRE_THREAD_SUPPORT=3 is 'deferred' rather than 'threaded'. That is, we make all changes to Resource in the main render thread, and simply push a request on to WorkQueue to read / optionally pre-process the data in a thread. This thread cannot access any of Ogre in a threadsafe manner, it can only use software structures.
http://wiki.ogre3d.org/Threading
Keep in mind you don't need threads to run systems at varying rates (keep countdowns, if time is up step the system, if not move on). If you're using ogre for a game threading isn't really necessary (like sinbad said, graphics are already asynchronous).
http://wiki.ogre3d.org/Building+MOGRE+with+Thread+support
Introduction Ogre supports threee different thread support options: None, background resource loading and full thread support. The default one is the first option (none). The second one seems to be most interessting one, because async resource loading makes it easy to implement an loading screen.
https://www.threadsupport.com/
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https://forums.ogre3d.org/viewtopic.php?p=99040
Jul 06, 2006 · You do have a good point there; as thread support will always be a choice instead of a default thing it's best if it didn't affect too many classes internally. It will also keep the design cleaner, which was my reason for not liking the MUTEXed resource pointers in the first place. But the alternative seems to be just as radical.
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 …
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