see if this fixes the black flicker we sometimes see
This commit is contained in:
parent
55653c10b5
commit
929381e3ee
|
@ -985,7 +985,7 @@ void Renderer::swapBuffers() {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
//glFlush(); // should not be required - http://www.opengl.org/wiki/Common_Mistakes
|
//glFlush(); // should not be required - http://www.opengl.org/wiki/Common_Mistakes
|
||||||
glFlush();
|
//glFlush();
|
||||||
|
|
||||||
GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
|
GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
|
||||||
}
|
}
|
||||||
|
@ -4690,7 +4690,7 @@ void Renderer::renderObjects(const int renderFps) {
|
||||||
// render from last to first object so animated objects which are on bottom of screen are
|
// render from last to first object so animated objects which are on bottom of screen are
|
||||||
// rendered first which looks better for limited number of animated tileset objects
|
// rendered first which looks better for limited number of animated tileset objects
|
||||||
for(int visibleIndex = qCache.visibleObjectList.size()-1;
|
for(int visibleIndex = qCache.visibleObjectList.size()-1;
|
||||||
visibleIndex > -1 ; --visibleIndex) {
|
visibleIndex >= 0 ; --visibleIndex) {
|
||||||
Object *o = qCache.visibleObjectList[visibleIndex];
|
Object *o = qCache.visibleObjectList[visibleIndex];
|
||||||
|
|
||||||
Model *objModel= o->getModelPtr();
|
Model *objModel= o->getModelPtr();
|
||||||
|
@ -7642,7 +7642,7 @@ vector<Unit *> Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin
|
||||||
//if(this->gameCamera->getPos().dist(unit->getCurrVector()) <= SKIP_INTERPOLATION_DISTANCE) {
|
//if(this->gameCamera->getPos().dist(unit->getCurrVector()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||||
|
|
||||||
// ***MV don't think this is needed below 2013/01/11
|
// ***MV don't think this is needed below 2013/01/11
|
||||||
//model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound());
|
model->updateInterpolationVertices(unit->getAnimProgressAsFloat(), unit->isAlive() && !unit->isAnimProgressBound());
|
||||||
|
|
||||||
//}
|
//}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user