I don’t khnow if I have the skill for this job but I would like to understand.
The first thread write in the memory at his rate.
The second thread read the same memory space at his rate.
Maybe the first thread should write in two differents memory space by alternating. The second thread could then read each time the filled memory space.
ja, something like that. the first thread must not read in location0 while thread 2 reads from there and viceversa. so there needs to be some mechanism that switches the memorylocations…
and what if you have more than one reading thread?
with one reading SharedMemory (EX9.Texture) this should prevent tearing. if you have more reading textures you’ll have tearing again. i was also wondering if there could appear single frame drops since the two threads are not really synced but it’s only prevented that they access the memory at the same time…
please report back your findings. also, if your idea really brings the desired advantage.