Sid, I know that in a multithreaded environment some threads can work faster even if they have a greater workload than other threads due to the OS scheduler switching.

What I really want is that my Lite-C app runs regular for about x frames until a file is loaded. So, if it takes 2 seconds to load e.g. a model (because it has HUGE texture maps, like in the example I described above), I --DON'T-- want that the Lite-C app blocks for that amount of time, but that it runs e.g. still with 60fps for these 2 seconds and then I load the model, because it is finished streaming into memory.

So how am I supposed to run my game and load the model in the background without interrupting the main thread? I mean, should'nt that be the purpose of such a streaming feature? I assumed that your wrapper functions create the entity when it is finished, even if it is e.g. 120 frames ahead in time.

Last edited by HeelX; 05/21/11 10:21.