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https://github.com/gnif/LookingGlass.git
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[client] enable vsync again but draw to front for cursor updates
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e7511b30bb
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@ -661,7 +661,6 @@ int run()
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FcPatternDestroy(pat);
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}
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
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state.window = SDL_CreateWindow(
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"Looking Glass (Client)",
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params.center ? SDL_WINDOWPOS_CENTERED : params.x,
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@ -124,7 +124,7 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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}
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}
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SDL_GL_SetSwapInterval(0);
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SDL_GL_SetSwapInterval(1);
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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@ -669,16 +669,24 @@ bool lgr_opengl_render(void * opaque)
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glEnable(GL_SCISSOR_TEST);
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}
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glXWaitVideoSyncSGI(1, 0, &this->gpuFrameCount);
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glFinish();
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glCallList(this->texList + this->texIndex);
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this->mouseRepair = false;
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lgr_opengl_draw_mouse(this);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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glFlush();
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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SDL_GL_SwapWindow(this->params.window);
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unsigned int count;
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glXGetVideoSyncSGI(&count);
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while(count == this->gpuFrameCount)
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{
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unsigned int remainder;
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glXWaitVideoSyncSGI(1, 0, &remainder);
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glXGetVideoSyncSGI(&count);
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glFinish();
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}
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++this->frameCount;
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const uint64_t t = nanotime();
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@ -688,8 +696,10 @@ bool lgr_opengl_render(void * opaque)
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else
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if (this->mouseUpdate)
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{
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glDrawBuffer(GL_FRONT);
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lgr_opengl_draw_mouse(this);
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glFlush();
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glDrawBuffer(GL_BACK);
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}
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