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authorHunter Kvalevog <hunter@kvog.sh>2026-05-21 22:20:17 -0500
committerHunter Kvalevog <hunter@kvog.sh>2026-05-21 22:20:17 -0500
commitb1f6b7d35b8f072f5c379518bc23b186890765b8 (patch)
tree88fca9dba6b1507be5019cc3152ca2ebc49b3cc7 /win-resize-st
parent89f249315ff6d17c5242ed1e3ce47deea0180fe8 (diff)
Diffstat (limited to 'win-resize-st')
-rw-r--r--win-resize-st/win-resize-st.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/win-resize-st/win-resize-st.c b/win-resize-st/win-resize-st.c
index 5aace81..fe6cf97 100644
--- a/win-resize-st/win-resize-st.c
+++ b/win-resize-st/win-resize-st.c
@@ -4,9 +4,8 @@
// Window contents are rendered via GDI, but the behavior is the same no matter what graphics API
// you use. The original version of this demo (on old-20260427 branch) used D3D11.
//
-// Pretty much all modern Direct3D Windows apps use a render thread and therefore don't have to
-// deal with this problem. That strategy doesn't work with APIs that have weird thread affinity
-// issues (OpenGL), so this is one way of doing it without multithreading.
+// This demo uses a single thread. There's a multi threaded version called win-resize-mt if that's
+// more your style.
//
// Build (MSVC):
// > cl /W4 /Od /Zi win-resize-st.c /Fe:win-resize-st.exe