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.
This commit is contained in:
Howard Stearns 2015-12-05 17:32:32 -08:00
parent 2ace061893
commit 188c477f7e

View file

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