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migeyusu avatar migeyusu commented on June 30, 2024 1

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.

image
I discovered the root of the problem: there should be GL.Finish() but not GL.Flush()! The problem is sync.

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romen-h avatar romen-h commented on June 30, 2024

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.

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migeyusu avatar migeyusu commented on June 30, 2024

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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