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authorHenry Dooley <im.paul.zed@gmail.com>2016-03-04 10:23:09 -0800
committerHenry Dooley <im.paul.zed@gmail.com>2016-03-04 10:23:09 -0800
commitcf4dddd1b949744d99ee34c60fdff9667ef0f410 (patch)
tree5f0e06eb824efd5950af228c5e24a2ef0b871ca4 /src
parentd10d3eef432ff5a3b161e87e7653bb902b86a32d (diff)
downloadqtlocation-mapboxgl-cf4dddd1b949744d99ee34c60fdff9667ef0f410.tar.gz
Fixes an issue where rendering without Vertex Array Objects would cause a massive slowdown in the driver on Nvidia hardware. Unconfirmed if the issue is present on other GPUs.
Diffstat (limited to 'src')
-rw-r--r--src/mbgl/map/map_context.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mbgl/map/map_context.cpp b/src/mbgl/map/map_context.cpp
index e6d8b389e4..6a17791172 100644
--- a/src/mbgl/map/map_context.cpp
+++ b/src/mbgl/map/map_context.cpp
@@ -233,9 +233,6 @@ bool MapContext::renderSync(const TransformState& state, const FrameData& frame)
transformState = state;
- // Cleanup OpenGL objects that we abandoned since the last render call.
- glObjectStore.performCleanup();
-
if (!painter) painter = std::make_unique<Painter>(data, transformState, glObjectStore);
painter->render(*style, frame, data.getAnnotationManager()->getSpriteAtlas());
@@ -244,6 +241,9 @@ bool MapContext::renderSync(const TransformState& state, const FrameData& frame)
callback = nullptr;
}
+ // Cleanup OpenGL objects that we abandoned since the last render call.
+ glObjectStore.performCleanup();
+
view.afterRender();
if (style->hasTransitions()) {