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authorKenneth Russel <[email protected]>2005-01-29 01:26:50 +0000
committerKenneth Russel <[email protected]>2005-01-29 01:26:50 +0000
commitd78bfcde3e1e860568ab4e8045ffe279f5d144b7 (patch)
treeb19d81bcc9c78c50ee4747f7b8ec40fbe6158fcf /src/net/java/games/jogl/impl/GLContext.java
parentb4396b83e120bf2defc5598ba95fe02992805b3f (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')
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