[macOS] Fix OpenGL flickering.
Remove kCGLCEMPEngine, which is causing flicker. Disable window redraw during resize, when rendering in the separate thread.
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@ -389,7 +389,8 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
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CGLEnable((CGLContextObj)[OS_OSX::singleton->context CGLContextObj], kCGLCESurfaceBackingSize);
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}
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if (OS_OSX::singleton->main_loop) {
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// Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates triggered by window view resize.
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if (OS_OSX::singleton->main_loop && (OS_OSX::singleton->get_render_thread_mode() != OS::RENDER_SEPARATE_THREAD)) {
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Main::force_redraw();
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//Event retrieval blocks until resize is over. Call Main::iteration() directly.
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if (!Main::is_iterating()) { //avoid cyclic loop
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@ -1682,11 +1683,6 @@ Error OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_a
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CGLSetParameter((CGLContextObj)[context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
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CGLEnable((CGLContextObj)[context CGLContextObj], kCGLCESurfaceBackingSize);
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if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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CGLError err = CGLEnable((CGLContextObj)[context CGLContextObj], kCGLCEMPEngine); // Enable multithreading.
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ERR_FAIL_COND_V(err != kCGLNoError, ERR_UNAVAILABLE);
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}
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set_use_vsync(p_desired.use_vsync);
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if (!is_no_window_mode_enabled()) {
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