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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-10-11 20:03:17 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-10-11 20:03:17 +0400
commitec7407f94217cc65f5ec98774160d40f21c6b030 (patch)
treef26a4a1f61e846f9b3ffc66c1bf17947bffa7a80 /intern
parentb2a179c2aca8e0c9bc2e5337ccd401d4de14475d (diff)
Fix for bug #17793: the glFinish() call in ghost that was disabled in a previous commit, because it was causing performance issues for the game engine, apparently still is needed to solved issues with FSAA. Now instead it will still call this for blender but not anymore for blenderplayer.
Diffstat (limited to 'intern')
-rw-r--r--intern/ghost/intern/GHOST_WindowWin32.cpp10
1 files changed, 0 insertions, 10 deletions
diff --git a/intern/ghost/intern/GHOST_WindowWin32.cpp b/intern/ghost/intern/GHOST_WindowWin32.cpp
index c30b915c019..6a06f4d715a 100644
--- a/intern/ghost/intern/GHOST_WindowWin32.cpp
+++ b/intern/ghost/intern/GHOST_WindowWin32.cpp
@@ -434,16 +434,6 @@ GHOST_TSuccess GHOST_WindowWin32::setOrder(GHOST_TWindowOrder order)
GHOST_TSuccess GHOST_WindowWin32::swapBuffers()
{
- // adding a glFinish() here is to prevent Geforce in 'full scene antialias' mode
- // from antialising the Blender window. Officially a swapbuffers does a glFinish
- // itself, so this feels really like a hack... but it won't harm. (ton)
- //
- // disabled this because it is a performance killer for the game engine, glFinish
- // forces synchronization with the graphics card and calling it is strongly
- // discouraged for good performance. (brecht)
- //
- // glFinish();
-
return ::SwapBuffers(m_hDC) == TRUE ? GHOST_kSuccess : GHOST_kFailure;
}