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.
This commit is contained in:
@@ -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()) {
|
||||
|
||||
Reference in New Issue
Block a user