From: Hedayat V. <hed...@ai...> - 2008-02-29 12:55:33
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Hi Yuan and Joschka, Yes, I did. As Yuan said, it uses barrier for synchronization. Also, it calls EndCycle functions in the main thread since they are not thread safe currently. (The main issues are RenderControl EndCycle function which must be called in the main thread (or maybe it is possible to completely move ALL gl function calls into the separate thread) and it crashes otherwise; and FRP which calls dJointGetFeedback() and dJointSetFeedback() ODE functions). The implementation is in SimulationServer::RunMultithreaded and SimulationServer::SimControlThread. Good luck, Hedayat /*"Yuan Xu" <xuy...@gm...>*/ wrote on 02/29/2008 12:26:08 PM: > Hi Joschka, > > > >> Is there a new multi-threaded implementation? I must have missed >> that... what changed? >> >> > > Hedayat implemented it using barrier instead mutex lock. ( Hedayat, right? ) > > |