Fix rendering performance on macOS #1250
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1 changed files with 8 additions and 2 deletions
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@ -3436,8 +3436,14 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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{
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{
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const Size& cnv_size = get_canvas_size();
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const Size& cnv_size = get_canvas_size();
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_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
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_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
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if (m_canvas != nullptr)
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m_canvas->Refresh();
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// Because of performance problems on macOS, where PaintEvents are not delivered
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// frequently enough, we call render() here directly when we can.
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// We can't do that when m_force_zoom_to_bed_enabled == true, because then render()
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// ends up calling back here via _force_zoom_to_bed(), causing a stack overflow.
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if (m_canvas != nullptr) {
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m_force_zoom_to_bed_enabled ? m_canvas->Refresh() : render();
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}
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}
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}
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}
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}
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