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

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