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发表于 2007-9-24 22:35:00
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Re:今天写了个多线程的东西出现了问题后来发现在d3device
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A common source of excessive synchronization in games is the use of D3DCREATE_MULTITHREADED. This flag, while making Direct3D thread-safe for rendering from multiple threads, takes a very conservative approach, resulting in high synchronization overhead. Games should avoid this flag. Instead, architect the engine so that all communication with Direct3D is from a single thread and any communication between threads is handled directly. For more information about designing multi-threaded games, see the article Coding For Multiple Cores on Xbox 360 and Microsoft Windows. |
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