Re: Dual core and the Sample Framework
- From: "ZMan" <zman@xxxxxxxxxxxxxx>
- Date: Tue, 28 Feb 2006 11:46:31 -0800
This may help
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/Game_Timing_and_Multicore_Processors.asp?frame=true
However it sounds like you are talking more about issues with the sample
framework - as far as I know (and I just searched the sample framework for
'thread') the sample code is not actually multithreaded - it certainly
doesn't turn on the multithreaded flag for D3D. So what you are seeing is (I
assume) your application being switched across the processors by windows as
part of its context switching (I had no clue that it could do that). From
the above article though setting processor affinity is the correct way to
fix this.
--
Zman
http://www.thezbuffer.com - News and information for Managed DirectX
"Peter C." <PeterC@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:D07E909C-556F-4C65-8478-B4632400D675@xxxxxxxxxxxxxxxx
If this is an old topic or if it's already solved, I'm quite sorry.
I'm using the February 2006 SDK to make an MDX2.0 app. On my dual core
machine, the timing from the Sample Framework (totalTime, elapsedTime)
gets
screwed up. I found the cause, which is that the render code is run in
threads which run on both cores. Since the cores have slightly different
clock counters and the time is based on them, the current time jumps
backward
and forward small amounts and makes the animation terribly jumpy. Setting
the
current Process's affinity to either core solves the problem.
Is there a way around this issue without limiting the entire app to one
core? I've thought about workarounds but I haven't come up with anything
very
bright yet.
.
- Prev by Date: Re: TextureAddress.Wrap problem with Textures created via "new Texture()"
- Previous by thread: TextureAddress.Wrap problem with Textures created via "new Texture()"
- Index(es):
Relevant Pages
|