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Re: Threads
> Note that it was the actual rendering stuff which has been split into
> threads - not the sound output / input / networking etc.
This is an interesting feat... Any idea how something like this would
be best done? I suppose it all depends on how Q3 actually handles the 3D
perspective... Would each thread render 1/# of the polygons? Or would it take
over 1/# of the screen? (# being the number of threads)
--Brad