Sync Objects

OpenGL operates in a client-server model, where a server operates asynchronously to the client. Originally, this allowed the user’s terminal to render high-performance graphics and for the application to run on a server in a remote location. This was an extension of the X protocol, which was always designed with remote rendering and network operations in mind. In modern graphics workstations, we have a similar arrangement, with a slightly different interpretation. Here, the client is the CPU and the application runs on it, sending commands to the server, which is a high-performance GPU. However, the bandwidth between the two is still relatively low compared to the throughput and performance of either one. Therefore, for maximum performance, ...

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