MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
- addition of a few lightweight mutexes (which are compiled out by default)
- slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
- PoolAllocator::allocate() can now be called when pool is full without
crashing (null pointer returned)
- PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
(default is un-threadsafe)
- CollisionDispatcher no longer checks if the pool allocator is full
before calling allocate(), instead it just calls allocate() and
checks if the return is null -- this avoids a race condition
- SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
getOrInitSolverBody() to avoid a race condition with kinematic bodies
- addition of 2 classes which together allow simulation islands to be run
in parallel:
- btSimulationIslandManagerMt
- btDiscreteDynamicsWorldMt
- MultiThreadedDemo example in the example browser demonstrating use of
OpenMP, Microsoft PPL, and Intel TBB
- use multithreading for other demos
- benchmark demo: add parallel raycasting
This commit is contained in:
@@ -352,7 +352,7 @@ void SimpleOpenGL3App::drawText3D( const char* txt, float worldPosX, float world
|
||||
}
|
||||
|
||||
|
||||
void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi)
|
||||
void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi, float size)
|
||||
{
|
||||
|
||||
float posX = (float)posXi;
|
||||
@@ -374,7 +374,7 @@ void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi)
|
||||
{
|
||||
bool measureOnly = false;
|
||||
|
||||
float fontSize= 64;//512;//128;
|
||||
float fontSize= 64*size;//512;//128;
|
||||
sth_draw_text(m_data->m_fontStash,
|
||||
m_data->m_droidRegular,fontSize,posX,posY,
|
||||
txt,&dx, this->m_instancingRenderer->getScreenWidth(),
|
||||
|
||||
Reference in New Issue
Block a user