From: Daniel E. S. <dan...@gm...> - 2006-09-11 20:32:17
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I have a custom crServer that is embedded into a frame loop. Every frame the server checks for client data which is drawn along with my custom drawing updates... This results in choppy frames because the frames aren't synchronized that are coming over the wire on a glFlush/SwapBuffers/etc(spu that no-ops them). I am trying to find a way to find out when a client(in our case there will always just be one) is done with the current frame(buffer swapping for my app is done for me so its out of my control). I see where I can check to see if the server is in between Begin/End calls..but not between frames. Within my draw function I have: // Bunch of custom drawing above... glPushMatrix(); bool ran_queue = false; while(!ran_queue) { if(cr_server.run_queue != NULL) { crServerServiceClients(); ran_queue = true; } } glPopMatrix(); Ideas? -Dan |