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Initialize the timer after the graphics device on desktop and web platforms. (#516)

This is already the order that is used for Android. It doesn't appear to
make a difference on desktop but on web using the timer before it's been
initialized (by glfwInit, inside InitGraphicsDevice) causes the a long
(and variable but often several seconds) sleep between the first and
second frame.

Fixes: 468309d ("Early-exit InitWindow if InitGraphicsDevice fails")
pull/518/head
Jacques Heunis преди 7 години
committed by Ahmad Fatoum
родител
ревизия
b4e2f5b45c
променени са 1 файла, в които са добавени 3 реда и са изтрити 3 реда
  1. +3
    -3
      src/core.c

+ 3
- 3
src/core.c Целия файл

@ -442,14 +442,14 @@ void InitWindow(int width, int height, void *data)
uwpWindow = (EGLNativeWindowType)data;
#endif
// Init hi-res timer
InitTimer();
// Init graphics device (display device and OpenGL context)
// NOTE: returns true if window and graphic device has been initialized successfully
windowReady = InitGraphicsDevice(width, height);
if (!windowReady) return;
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)

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