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?