Multi-threading renderers?
bigD3d
Posts: 75
Hello all,
3rd in my series of questions around the details of the SDK regarding rendering. This topic goes in hand with my other two, namely if you can prevent the rendering progress popup, and can you get a rendered image from a handler before writing to disk.
This topic might be more about my lack of c++ coding skills and knowledge and less about the SDK. But is it possible to call multiple renderers, each on it's own thread? At the moment in my proof of concept project I am doing a loop calling DzRenderer->render(...) for each increment of the loop. I'm hoping there's a way to multi-thread this so I could run say, 4 renders at the same time.
Any thoughts, tips, help, etc is greatly appreciated.