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(+1)

Hmm, glFinish and then processing was tricky only at first glace.

As i understand this: when you process/render-calls, you only give data to driver(starts rendering at same time as get data, but really blackbox), then call glFinish and now it's time to render rest of data return control, but only when finished everything including buffer swapping. (glFinishTime= ~16ms - processTime)

And if you glFinish at start, you just ensure all old draw calls already rendered and buffer already swapped for elapsed <16ms from last frame, and now can prepare next portion.

And yes, it's me, unfortunate LAB remaker from 2019... Still has a terrible english and watching for your projects.

it's nice to see that you are still around !
(why LAB got so popular on itch i'll never know )

right now i ditched glFinish completely (swapbuffer is supposed to call it ? I just dont know anymore.. but seems to work better now)
and just do a glFlush .. the thing is no matter what I do everything works until I try to turn on vsync or try to add a second thread..
anway in hindsight I should have made a 30fps game instead - it's hard for me to tell the difference anyway
it's just wacky that in this age we can draw million-billion triangles  but draw calls and timing is still a problem