NOTE: Please read the whole thing before posting, you'll see why.
So I have an OpenGL/WinAPI application. I'm doing what you would expect, by doing cycles of handling messages, then rendering a frame, handling messages, rendering frame...
The trouble is, when I resize or move a window, the screen freezes, and it can look quite ugly. I know from previous expirements with OpenGL that limiting the number of messages to be processed between frames (either by number or time) does the trick. It seems windows is blocking my app whenever it moves/resizes the window. From expirimenting, I do know that putting the windows message handling into another thread and forgetting about it works quite well, and helps with the timing aswell.
My question is: Is there any better, less destructive, or non-threaded way of doing this? Is there any downside to what I am doing (besides the multithreading dramas). I would love to know if multithreading is avoidable.
Thanks, Alex