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author | Kenneth Russel <[email protected]> | 2005-01-29 01:26:50 +0000 |
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committer | Kenneth Russel <[email protected]> | 2005-01-29 01:26:50 +0000 |
commit | d78bfcde3e1e860568ab4e8045ffe279f5d144b7 (patch) | |
tree | b19d81bcc9c78c50ee4747f7b8ec40fbe6158fcf /src/net/java/games/jogl/impl/GLContext.java | |
parent | b4396b83e120bf2defc5598ba95fe02992805b3f (diff) |
Fixed Issue 97: Flickering when using ATI_WORKAROUND
The root cause was that JOGL's single-threaded workaround had a bug
where if automatic swap buffer support was disabled, the user's calls
to swapBuffers() were not being retargeted to run on the AWT event
queue thread, as calls to display() were.
The effect of this was that the OpenGL rendering was not necessarily
guaranteed to complete before swapBuffers() was called, unless a
glFlush() / glFinish() pair was inserted. Interestingly, testing
showed that inserting the glFlush() / glFinish() just before the call
to swapBuffers(), which was executing on the user's thread rather than
the AWT event dispatch thread, did not cause the rendering output to
complete properly. This implies either a bug in the implementation of
glFlush() / glFinish() on the testing platform or a misunderstanding
on my part of how these APIs behave. Putting the flush/finish after
all of the OpenGL work done by the user in their display() routine
worked correctly.
Regardless, the intent of the single-threaded workaround was to cause
all OpenGL-related work to be done on the event dispatch thread, which
it now does. This fixes the reported problem.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@195 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/GLContext.java')
0 files changed, 0 insertions, 0 deletions