All of these SceneCustomObjects should be safe to run on non-main thread

- TextRenderer.TextSceneObject — world text component
- DebugTextureSceneObject — debug overlay textures
- DebugTextSceneObject — debug overlay text
- DebugSphereSceneObject — debug overlay spheres
- SceneMapLoader.TextSceneObject — map world text entities
- LPVDebugGridObject — light probe debug grid
- ClutterBatchSceneObject — clutter instanced rendering

These ones are not as simple:

- ScenePanelObject - so much UI shit wasn't thread safe before, but should nwo be ...
- GizmoInlineSceneObject
- SpriteBatchSceneObject - lots of non concurrent dictionaries around here (needs a commandlist approach)
This commit is contained in:
Matt Stevens
2026-04-14 22:16:47 +01:00
parent 395440da9f
commit cdedb6e4c7
7 changed files with 10 additions and 2 deletions

View File

@@ -31,7 +31,7 @@ file class DebugSphereSceneObject : SceneCustomObject
public DebugSphereSceneObject( SceneWorld sceneWorld ) : base( sceneWorld )
{
managedNative.ExecuteOnMainThread = false;
}
public override void RenderSceneObject()