Using the Mac OS Multithreaded Engine

BlitzMax Forums/BlitzMax OpenGL Programming/Using the Mac OS Multithreaded Engine

Well... I got it to work. I think that because I'd originally tried to make the modification by loading the original file into BlitzMax and editing it there, and then saving it, BlitzMax had changed the case on a lot of things and tokenized what it recognized as BlitzMax commands, which really are Objective C commands. Then when it failed to work and I tried to change the same file in a text editor, it still didn't work because it was still using the file that BlitzMax had tokenized and modified. Hence all the errors.

So I started afresh, never went into BlitzMax, edited the file in a text editor outside of BlitzMax and saved it from there - no tokenizing, no other changes, fresh file. Upon going back into Blitz it compiled first time! :-)))

So anyway.... I was hoping to see a speedup. However, I ran the bird flying demo from MiniB3D with Flip 0, and it did not seem to gain even ANY frames per second. Tried also the cubemax example and it was no faster. Maybe these demos aren't doing enough GL instructions to make a difference, as after all its largely the time spent in the GL library on top of the GPU that is affected, right?

So anyway, good to know it technically works, but will need to see a more conclusive example of the speed difference.

Thanks for all your help trying to figure this out.