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Categories
Meta
Tag Archives: Sleep
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 →
Posted in Direct3D, OpenGL, Software development
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Tagged cpu core, Direct3D, directx sdk, exclusive, fullscreen, gaming, GUI, message loop, microsecond, microsleep, mode, multiple monitors, multithread, OpenGL, performance, renderer, screen, Sleep, usleep, Windows
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18 Comments
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 →
Posted in Direct3D, Software development
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Tagged cpu core, efficient solution, GUI, message loop, microsecond, multithread, performance, possible solution, renderer, Sleep, software, technology, usleep, Windows
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2 Comments
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
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Tagged cpu core, GUI, message loop, microsecond, multithread, performance, renderer, Sleep, usleep, Windows
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8 Comments