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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.
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@ -157,7 +157,7 @@ OpenGLDisplayPlugin::OpenGLDisplayPlugin() {
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});
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connect(&_timer, &QTimer::timeout, this, [&] {
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if (_active && _sceneTextureEscrow.depth() < 1) {
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if (_active && _sceneTextureEscrow.depth() <= 1) {
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emit requestRender();
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}
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});
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