Fix rendering performance on macOS #1250
This commit is contained in:
parent
f2836d4738
commit
440fbb1e74
@ -3436,8 +3436,14 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
|
||||
{
|
||||
const Size& cnv_size = get_canvas_size();
|
||||
_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
|
||||
if (m_canvas != nullptr)
|
||||
m_canvas->Refresh();
|
||||
|
||||
// Because of performance problems on macOS, where PaintEvents are not delivered
|
||||
// frequently enough, we call render() here directly when we can.
|
||||
// We can't do that when m_force_zoom_to_bed_enabled == true, because then render()
|
||||
// ends up calling back here via _force_zoom_to_bed(), causing a stack overflow.
|
||||
if (m_canvas != nullptr) {
|
||||
m_force_zoom_to_bed_enabled ? m_canvas->Refresh() : render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user