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glFinish causes the CPU and GPU to sync entirely, when in reality we only need the render thread to block when the resource is actually being used. We can use fences for this.
The text was updated successfully, but these errors were encountered:
Without a `gl.Finish` operation we open up the possibility of the rendering
thread to use a texture etc that has not actually been entirely loaded by the
graphics hardware. Fix this by using a `gl.Finish` operation which sync's the
GPU and CPU entirely. This is more aggressive than we need, so #158 has been
opened to address this in the future.
glFinish
causes the CPU and GPU to sync entirely, when in reality we only need the render thread to block when the resource is actually being used. We can use fences for this.The text was updated successfully, but these errors were encountered: