sDelayedVBOEnable is still required to prevent framerates from getting clobbered on gl context change.

This commit is contained in:
Shyotl
2012-02-03 14:25:51 -06:00
parent bf44d3f98e
commit e18e051bfc

View File

@@ -158,7 +158,7 @@ extern BOOL gDebugGL;
// hack counter for rendering a fixed number of frames after toggling
// fullscreen to work around DEV-5361
//static S32 sDelayedVBOEnable = 0;
static S32 sDelayedVBOEnable = 0;
BOOL gAvatarBacklight = FALSE;
@@ -556,8 +556,11 @@ void LLPipeline::destroyGL()
if (LLVertexBuffer::sEnableVBOs)
{
// render 30 frames after switching to work around DEV-5361
//sDelayedVBOEnable = 30;
LLVertexBuffer::sEnableVBOs = FALSE;
if(!LLRenderTarget::sUseFBO)
{
sDelayedVBOEnable = 30;
LLVertexBuffer::sEnableVBOs = FALSE;
}
}
}
@@ -580,6 +583,7 @@ void LLPipeline::throttleNewMemoryAllocation(BOOL disable)
}
}
}
void LLPipeline::resizeScreenTexture()
{
LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
@@ -2331,14 +2335,14 @@ void LLPipeline::updateGeom(F32 max_dtime)
assertInitialized();
/*if (sDelayedVBOEnable > 0)
if (sDelayedVBOEnable > 0)
{
if (--sDelayedVBOEnable <= 0)
{
resetVertexBuffers();
LLVertexBuffer::sEnableVBOs = TRUE;
}
}*/
}
// notify various object types to reset internal cost metrics, etc.
// for now, only LLVOVolume does this to throttle LOD changes