Frames were occasionally failing to flush, resulting in odd stutters. Forcing flushes.
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@@ -915,12 +915,29 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
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{
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gPipeline.mDeferredScreen.flush();
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if(LLRenderTarget::sUseFBO)
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{
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LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(),
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gPipeline.mDeferredScreen.getHeight(), 0, 0,
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gPipeline.mDeferredScreen.getWidth(),
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gPipeline.mDeferredScreen.getHeight(),
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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}
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else if(!tiling)
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{
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gPipeline.mScreen.flush();
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if(LLRenderTarget::sUseFBO)
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{
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LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(),
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gPipeline.mScreen.getHeight(), 0, 0,
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gPipeline.mScreen.getWidth(),
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gPipeline.mScreen.getHeight(),
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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}
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}
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gGL.flush();
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if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
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{
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