Difference between revisions of "RenderThread"

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[[Image:Renderthread.png]]
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THIS PAGE NEEDS A REWORK, THE DIAGRAMS ARE NOT UP TO DATE
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[[Image:Renderthread.png]]<br/>
 
[http://www.rifidi.org/javadoc/designer/doc/org/rifidi/designer/rcp/views/view3d/threads/RenderThread.html javadoc]<br/>
 
[http://www.rifidi.org/javadoc/designer/doc/org/rifidi/designer/rcp/views/view3d/threads/RenderThread.html javadoc]<br/>
 
The RenderThread is instantiated and started after a new scene got loaded.<br/>
 
The RenderThread is instantiated and started after a new scene got loaded.<br/>
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As syncExec has a little problem with deadlocks (we got this from some newsgroup posts, we could never confirm this but as we were facing some deadlocks we eliminated all possible sources) we have to use asyncExec and a control variable in renderThread (running) to check if a RenderRunnable is currently running.<br/>
 
As syncExec has a little problem with deadlocks (we got this from some newsgroup posts, we could never confirm this but as we were facing some deadlocks we eliminated all possible sources) we have to use asyncExec and a control variable in renderThread (running) to check if a RenderRunnable is currently running.<br/>
 
The RenderRunnable is responsible for acquiring the lock that is shared with the UpdateThread to prevent simultanious operations of both on the scene graph.<br/>
 
The RenderRunnable is responsible for acquiring the lock that is shared with the UpdateThread to prevent simultanious operations of both on the scene graph.<br/>
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[[Image:RenderRunnable.png]]

Latest revision as of 23:20, 3 June 2008

THIS PAGE NEEDS A REWORK, THE DIAGRAMS ARE NOT UP TO DATE

Renderthread.png
javadoc
The RenderThread is instantiated and started after a new scene got loaded.
The WorldService is responsible for controlling the states of this thread.
As syncExec has a little problem with deadlocks (we got this from some newsgroup posts, we could never confirm this but as we were facing some deadlocks we eliminated all possible sources) we have to use asyncExec and a control variable in renderThread (running) to check if a RenderRunnable is currently running.
The RenderRunnable is responsible for acquiring the lock that is shared with the UpdateThread to prevent simultanious operations of both on the scene graph.
RenderRunnable.png

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