I'm not rendering in the audio threat, I just push a redraw request to
fltk, and a send an awake event to fltk which is impemented as a pipe
internally.
I only block waiting for fltk such that I can submit the redraw
request. It returns immediatly and FLTK goes on drawing it's stuff.
As I said, realtime safeness is not an issue right now, but if you
have hints to make it more "correct", they are welcome :)
(Well, I could just use a pipe to wake up fltk to redraw, this should
be trivial)
Obtaining the best FPS isn't an issue either, because I'm rendering
video to the OpenGL context, and I mainly want it to stay in sync with
audio more or less.
-Richard
On 5/22/05, Dave Robillard <drobilla(a)connect.carleton.ca> wrote:
Regardless, you REALLY do not want to be calling
rendering functions
from the audio callback.
Make them run independantly, the GL thread can run as fast as possible
(obtaining the best FPS), and the audio thread can run unhindered.
Blocking the audio thread waiting to render things is a really, really
bad idea.
-DR-