We only have pending redisplay callbacks when the window wants to be
redisplayed *and* it is visible. Otherwise we won't redraw, anyway, and immediately discover that there's still something to do, etc. etc., leading to 100% CPU load. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@670 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
56a37333b9
commit
633e3e7179
@ -1105,3 +1105,8 @@ deinitializing. The visual/context handling for menus is still rather
|
||||
obscure, though...
|
||||
|
||||
(287) Removed redundant code.
|
||||
|
||||
(288) We only have pending redisplay callbacks when the window wants to be
|
||||
redisplayed *and* it is visible. Otherwise we won't redraw, anyway, and
|
||||
immediately discover that there's still something to do, etc. etc., leading
|
||||
to 100% CPU load.
|
||||
|
@ -413,7 +413,7 @@ static int fghHaveJoystick( void )
|
||||
}
|
||||
static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
|
||||
{
|
||||
if( w->State.Redisplay )
|
||||
if( w->State.Redisplay && w->State.Visible )
|
||||
{
|
||||
e->found = GL_TRUE;
|
||||
e->data = w;
|
||||
|
Reference in New Issue
Block a user