Fl_Cocoa_Gl_Window_Driver::resize() breaks Tile behavior on Debug builds

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Gonzalo Garramuno

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Jul 11, 2023, 9:09:11 PM7/11/23
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Following Fl_Tile with two OpenGL subwindows (one in a group), creates refresh issues on Windows and macOS #737

I found out in my program that if I compiled FLTK Debug on macOS, there would be no red flickering on, at least, one of the windows with FL_DOUBLE and the other window would also not flicker if this second window did not use FL_DOUBLE. This had solved my issues.

The tileGL.cxx sample program the Manolo provided would not flicker on any windows on macOS if the windows were *not* created with FL_DOUBLE.

Now, this commit:

81615bbe0 Fix Fl_Cocoa_Gl_Window_Driver::resize()

Breaks that behavior and makes the FL_DOUBLE GL Window flicker on resize.

I’ll see in the coming week if I can provide a simple example (besides tileGL.cxx) so that it can be tested on both Debug and Release builds.



Gonzalo Garramuno
ggar...@gmail.com




Gonzalo Garramuno

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Jul 11, 2023, 9:09:38 PM7/11/23
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Bill Spitzak

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Jul 12, 2023, 10:53:24 AM7/12/23
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Any system where double buffering is the default (which is almost everything nowadays) there should be absolutely no difference between FLTK windows and double windows. Seems like this should get fixed.


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Gonzalo Garramuno

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Jul 12, 2023, 1:10:47 PM7/12/23
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Just in case you missed it Bill:

I built the latest from master and it flickers due to commit 81615bb on both Debug *and* Release builds. I made a superbuild demo that compiles FLTK itself with a simpler tileGL.cxx compiling Debug and Release with the two git tags where the problem appeared. See the included README. file.

For the .zip file, see FLTK issue: #737 (red_flicker.zip).

I did not made the building take into account FL_DOUBLE vs. no. using FL_DOUBLE, albeit the tileGL.cxx file has a simple variable for it, so I can add it too if you guys want it.



Gonzalo Garramuno
ggar...@gmail.com




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