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Re: Interesting catch-up behaviour with GL multi-threading



On 31/05/2007, at 2:49 AM, Jean-François Roy wrote:

Calling glFlush before -flushBuffer is unnecessary in all cases. From the documentation:

"An implicit glFlush is done by flushBuffer before it returns."

You can call glFlush at any time to essentially force force a synchronization point in the pipeline and drain the MTGL engine's command/operation queue. So what you want to do is add extra glFlush calls when user input is occurring with MTGL turned on to effectively limit the depth of that queue and improve the response time (the "snappiness") of your application.
Thanks - I now call glFlush just after calling my setNeedsDisplay method within the mouseDragged method. Works beautifully.

Thanks for everyone's help. I'm sure that others will find this thread useful.

Kind regards,
Christopher _______________________________________________
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References: 
 >Re: Interesting catch-up behaviour with GL multi-threading (From: Christopher Hunt <email@hidden>)
 >Re: Interesting catch-up behaviour with GL multi-threading (From: John Rosasco <email@hidden>)
 >Re: Interesting catch-up behaviour with GL multi-threading (From: Christopher Hunt <email@hidden>)



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