HI Philipp, The is a osg:GraphicsContext::SwapCallback that you can subclass and then assign to the created GraphicsContext via the GraphicsConctext::setSwapCallback(mySwapCallback);. This gives you control over the swap callback, including issue any extra calls before or after the actual swap callback.
Note, the swap callback replaces the default call to GraphicsContext:swapBuffersImplementation() so you must call this within your callback otherwise the buffer won't be swapped. Robert. On 30 August 2016 at 13:30, Philipp Meyer <philipp.me...@fh-bielefeld.de> wrote: > Hi, > > I want to measure the frametime without waiting for vsync. On my test system > I have no way to turn vsync off, but I still need to benchmark. > > So the plan was to call glFinish() after the rendering traversal is over, but > BEFORE swapBuffers() (because thats the call that actually blocks until the > vsync signal arrives). That way, in theory, I should be able to receive > frametimes without vsync. > > Thank you! > > Cheers, > Philipp > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68487#68487 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org