Is this even possible? Im learning DirectX atm and am trying to apply some of what i’ve learnt to OpenGL.
I know you can have multi-threaded rendering in DirectX using deferred contexts, but i didnt think OpenGL had this support, i’ve found examples of multithreading in OpenGL but not multithreaded rendering which is what im trying to find out; or maybe i’ve mis-understood the difference?
If it is possible, could anyone provide some basic code for me as an example.
OpenGL doesn’t have an equivalent to D3D11’s Deferred Contexts. The closest thing to that would be display lists, but these solve an entirely different problem and are very much not meant to be rebuilt over and over again.