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