Well, Irrlicht has a zbuffer, and it uses it for this purpose. Moreover, it can be used with multiple cameras (as I said), you just need to ensure some things... But there are also other things, such as frustum culling, visibility checks you could do on your scene, etc.devsh wrote:About the Z-buffer, sorry i thought (and read) that it is used for not rendering the things you cannot see. What does irrlicht use to do that?
Well, I guess everybody warned you about this thing, and no, there's nothing which would prevent this as long as you use shared resources from different threads at the same time. Moreover, the basic render APIs are not thread safe, hence you can only render from the main thread!And I'm having some problems while multithreading, I'm getting segmentation errors. I tried to make everything local but I think its because of the shared Irrlichtdevice is there anything i can do about that?