On 05/09/14 11:46 AM, DRC wrote: > I don't think this patch will cause any actual problems-- in the 10 > years I've been doing this, this is only the second app I've run across > that requires VGL_SYNC-- so I've checked it in.
Thanks. > However, I do hasten to > point out that, technically, it is not correct to expect any kind of > synchronization with glFlush(). glFlush() is, by definition, an > asynchronous call. It flushes the OpenGL command buffer, "causing all > issued commands to be executed as quickly as they are accepted by the > actual rendering engine. Though this execution may not be completed in > any particular time period, it does complete in finite time." The > execution of the prior rendering commands is not guaranteed to finish > before glFlush() returns, and Cadence is completely wrong to rely on > that call as a means of 2D/3D synchronization. They should be using > glXWaitGL()/glXWaitX() instead. I hear you. -Nathan ------------------------------------------------------------------------------ Slashdot TV. Video for Nerds. Stuff that matters. http://tv.slashdot.org/ _______________________________________________ VirtualGL-Devel mailing list VirtualGL-Devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/virtualgl-devel