Does anyone else have problems with OpenGL multithreaded rendering with Catalyst 9.1?
Hi
I have an application that uses OpenGL for rendering and I use a separate thread for the image that is being worked on, while I render the UI on the main thread (also using OpenGL). They both have their own rendering contexts. Each context only gets OpenGL calls from its own thread. I am also not trying to share any textures, etc...
Does anyone have a similar setup working?
It worked fine for me with Catalyst 8.9, except that I sometimes see some texture corruption when changing the window size. With Catalyst 9.1 the application freezes in the SwapBuffers call. It works perfectly on nVidia cards.
Any ideas, suggestions?
Thanks,
Kornel