Comments (3)
I could repeat this issue too, but it was due to slow texture uploads making the framerate about ~20 FPS. (For a camera)
Due to the way I needed to use the control, I just disabledRenderContinuously
and calledInvalidateVisual()
after each new texture was completely uploaded. The flicker seems to be gone now because it only renders when told to.I think the flicker was some kind of race condition.
I discovered the root of the problem: there should be GL.Finish() but not GL.Flush()! The problem is sync.
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I could repeat this issue too, but it was due to slow texture uploads making the framerate about ~20 FPS. (For a camera)
Due to the way I needed to use the control, I just disabled RenderContinuously
and called InvalidateVisual()
after each new texture was completely uploaded. The flicker seems to be gone now because it only renders when told to.
I think the flicker was some kind of race condition.
from glwpfcontrol.
Well, I contend that create a standlone and high priority thread to render and sync to OnRender lest GL.Finish block the ui thread.
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