Tag Archives: multithread

DirectX 12: A first quick look

Today, Microsoft has presented the first information on DirectX 12 at the Game Developers Conference, and also published a blog on DirectX 12. nVidia also responded with a blog on DirectX 12. In Direct3D 12, the idea of deferred contexts … Continue reading

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The story of multi-monitor rendering

When I wrote the story of microsleep, it was only part of a larger story, namely that of rendering to multiple monitors. The microsleep issue was only one problem that I ran into. Aside from that problem with the multithreading … Continue reading

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The story of microsleep, followup

After I wrote the blog on microsleep, my interest in the issue was rekindled. This passage was very much out-of-character for me: When you have two or more windows each trying to render as quickly as possible, it seems that … Continue reading

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The story of microsleep

It is time for a more hands-on post again. This time I am even going to give you some actual source code to play with! The issue I want to discuss today, is the issue of multithreaded GUIs. For the project … Continue reading

Posted in Direct3D, Software development | Tagged , , , , , , , , , | 6 Comments