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:
spanne 2005-07-06 16:11:31 +00:00
parent 56a37333b9
commit 633e3e7179
2 changed files with 6 additions and 1 deletions

View File

@ -1105,3 +1105,8 @@ deinitializing. The visual/context handling for menus is still rather
obscure, though... obscure, though...
(287) Removed redundant code. (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.

View File

@ -413,7 +413,7 @@ static int fghHaveJoystick( void )
} }
static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e) 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->found = GL_TRUE;
e->data = w; e->data = w;