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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-07-22 21:50:50 +0200 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-08-12 21:45:15 +0200 |
commit | dfb24aff4c683471fec95392a9d3a46687f40f28 (patch) | |
tree | 68929dd83fdd5a6835a386b5fc456cb0a93a3e78 /Xcode/mana.xcodeproj/project.pbxproj | |
parent | a330879c88a12d82c3b63dba08dcb5df6b46b242 (diff) | |
download | mana-dfb24aff4c683471fec95392a9d3a46687f40f28.tar.gz mana-dfb24aff4c683471fec95392a9d3a46687f40f28.tar.bz2 mana-dfb24aff4c683471fec95392a9d3a46687f40f28.tar.xz mana-dfb24aff4c683471fec95392a9d3a46687f40f28.zip |
Removed manual calling of glFlush and made glFinish optional
Actually neither glFlush nor glFinish need to be called manually [1].
However, the rendering pipeline is then free to queue up future frames
which can cause a lag which is especially noticable with mouse movement.
To avoid this lag, we call glFinish after SDL_GL_SwapBuffers. This makes
sure processing of the next frame does not start before the current
frame is being displayed.
[1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
Reviewed-by: Yohann Ferreira
Sounded-fine-to: Erik Schilling
Diffstat (limited to 'Xcode/mana.xcodeproj/project.pbxproj')
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