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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-06 17:24:42 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-06 17:24:42 +0400
commit810f79966049f126f23dc39bc7703c81bd5f8748 (patch)
tree53af1f69a74516a48e2fa457c45dcf919652aa98 /intern
parent1bd365e1121e85761eb30312987f4aad5c2601ce (diff)
Revert a commit from 5 years ago that added a glFinish call before swapping on Windows. This is really bad for performance and especially showed in the game engine. The purpose was to disable FSAA and fix some UI issue on Geforce 2 graphics cards, hopefully the drivers have been fixed by now? I have no way to test this, so we'll see if an issue pops up on those older cards, and a lot of code changed since then anyway so it might not even be needed anymore.
Diffstat (limited to 'intern')
-rw-r--r--intern/ghost/intern/GHOST_WindowWin32.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/intern/ghost/intern/GHOST_WindowWin32.cpp b/intern/ghost/intern/GHOST_WindowWin32.cpp
index fef58d071a4..c30b915c019 100644
--- a/intern/ghost/intern/GHOST_WindowWin32.cpp
+++ b/intern/ghost/intern/GHOST_WindowWin32.cpp
@@ -437,7 +437,13 @@ 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)
- glFinish();
+ //
+ // 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;
}