Moved the window-resize code so that it happens whenever there is a
pending resize for the window, whether or not the window is visible or in need of a redisplay. The resize is now done before the visibility and need-to-redisplay checks. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@414 7f0cb862-5218-0410-a997-914c9d46530a
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@ -199,24 +199,6 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
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static void fghcbDisplayWindow( SFG_Window *window,
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static void fghcbDisplayWindow( SFG_Window *window,
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SFG_Enumerator *enumerator )
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SFG_Enumerator *enumerator )
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{
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{
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if( window->State.Redisplay &&
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window->State.Visible )
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{
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/*
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* XXX Resizing should *not* depend upon whether there
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* XXX is a pending redisplay flag, as far as I can tell.
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* XXX
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* XXX Note, too, that the {NeedToResize} flag is a little
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* XXX fuzzy in its meaning, since for WIN32, this also
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* XXX means "we need to tell the application that the window has
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* XXX changed size", while in X11, it only means "we need
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* XXX to ask the window system to resize the window.
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* XXX Splitting the flag's meaning might be desirable, but
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* XXX that could complicate the code more. (On X11, the
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* XXX user callback is called as soon as the event is
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* XXX discovered, but resizing the window is postponed
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* XXX until after other events.)
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*/
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if( window->State.NeedToResize )
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if( window->State.NeedToResize )
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{
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{
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SFG_Window *current_window = fgStructure.Window;
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SFG_Window *current_window = fgStructure.Window;
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@ -233,6 +215,9 @@ static void fghcbDisplayWindow( SFG_Window *window,
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fgSetWindow( current_window );
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fgSetWindow( current_window );
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}
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}
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if( window->State.Redisplay &&
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window->State.Visible )
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{
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window->State.Redisplay = GL_FALSE;
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window->State.Redisplay = GL_FALSE;
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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