see if this fixes the black flicker we sometimes see

This commit is contained in:
Mark Vejvoda 2013-06-12 00:53:52 +00:00
parent 55653c10b5
commit 929381e3ee

View File

@ -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());
//} //}