Remove idleTimer and call idle directly from paintGL.

This commit is contained in:
Anthony J. Thibault 2015-11-02 18:47:18 -08:00
parent 61109d09af
commit 0c12bb5a4e

View file

@ -160,7 +160,6 @@ static QTimer balanceUpdateTimer;
static QTimer identityPacketTimer;
static QTimer billboardPacketTimer;
static QTimer checkFPStimer;
static QTimer idleTimer;
static const QString SNAPSHOT_EXTENSION = ".jpg";
static const QString SVO_EXTENSION = ".svo";
@ -844,7 +843,6 @@ void Application::cleanupBeforeQuit() {
identityPacketTimer.stop();
billboardPacketTimer.stop();
checkFPStimer.stop();
idleTimer.stop();
QMetaObject::invokeMethod(&_settingsTimer, "stop", Qt::BlockingQueuedConnection);
// save state
@ -982,9 +980,6 @@ void Application::initializeGL() {
connect(&checkFPStimer, &QTimer::timeout, this, &Application::checkFPS);
checkFPStimer.start(1000);
// call our idle function whenever we can
connect(&idleTimer, &QTimer::timeout, this, &Application::idle);
idleTimer.start(TARGET_SIM_FRAME_PERIOD_MS);
_idleLoopStdev.reset();
// update before the first render
@ -1048,6 +1043,9 @@ void Application::initializeUi() {
}
void Application::paintGL() {
idle();
PROFILE_RANGE(__FUNCTION__);
PerformanceTimer perfTimer("paintGL");