Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising issues. For example, OpenGL would only allow it if you move the full context to the thread. Which is not always easily done on all OSes. In general, the advise is to handle system events and drawing from the main thread, and do everything else in other threads. So, let's be more like other games. Additionally, putting the drawing routine in a thread was only done for a few targets. Upcoming commit will move the GameLoop in a thread, which will work for all targets.
This commit is contained in:
committed by
Patric Stout
parent
56911a86ea
commit
4610aa7ae3
@@ -241,11 +241,6 @@ protected:
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*/
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virtual void Paint() {}
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/**
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* Thread function for threaded drawing.
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*/
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virtual void PaintThread() {}
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/**
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* Process any pending palette animation.
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*/
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@@ -258,10 +253,11 @@ protected:
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virtual bool PollEvent() { return false; };
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/**
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* Run the game for a single tick, processing boththe game-tick and draw-tick.
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* @returns True if the driver should redraw the screen.
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* Give the video-driver a tick.
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* It will process any potential game-tick and/or draw-tick, and/or any
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* other video-driver related event.
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*/
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bool Tick();
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void Tick();
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/**
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* Sleep till the next tick is about to happen.
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