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
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@ -1105,3 +1105,8 @@ deinitializing. The visual/context handling for menus is still rather
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obscure, though...
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obscure, though...
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(287) Removed redundant code.
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(287) Removed redundant code.
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(288) We only have pending redisplay callbacks when the window wants to be
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redisplayed *and* it is visible. Otherwise we won't redraw, anyway, and
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immediately discover that there's still something to do, etc. etc., leading
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to 100% CPU load.
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@ -413,7 +413,7 @@ static int fghHaveJoystick( void )
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}
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}
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static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
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static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
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{
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{
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if( w->State.Redisplay )
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if( w->State.Redisplay && w->State.Visible )
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{
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{
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e->found = GL_TRUE;
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e->found = GL_TRUE;
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e->data = w;
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e->data = w;
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