From 188c477f7e32885b716caa99b6a56fbf380f53f3 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 5 Dec 2015 17:32:32 -0800 Subject: [PATCH] Fix render rate. Depending on how the threads get assigned, the actual render rate (not just the stats) could be as little as a third of what is targetted. That's because the code was insisting on an empty texture escrow before our update/render cycle could begin, and otherwise just waits for the next whole cycle. On my MacbookPro, this was regularly giving a render average of 20fps instead of 60. --- .../display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp index 8593da1573..d306c23dc0 100644 --- a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp @@ -157,7 +157,7 @@ OpenGLDisplayPlugin::OpenGLDisplayPlugin() { }); connect(&_timer, &QTimer::timeout, this, [&] { - if (_active && _sceneTextureEscrow.depth() < 1) { + if (_active && _sceneTextureEscrow.depth() <= 1) { emit requestRender(); } });