diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 08591283c..c2812db0f 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -480,7 +480,6 @@ void FGLRenderer::RenderTranslucent() // stencil, z-buffer and the projection matrix intact! // //----------------------------------------------------------------------------- -EXTERN_CVAR(Bool, gl_draw_sync) void FGLRenderer::DrawScene(int drawmode) { @@ -502,14 +501,6 @@ void FGLRenderer::DrawScene(int drawmode) } GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. - // Up to this point in the main draw call no rendering is performed so we can wait - // with swapping the render buffer until now. - if (!gl_draw_sync && drawmode == DM_MAINVIEW) - { - All.Unclock(); - static_cast(screen)->Swap(); - All.Clock(); - } RenderScene(recursion); // Handle all portals after rendering the opaque objects but before diff --git a/src/gl/scene/gl_walls.cpp b/src/gl/scene/gl_walls.cpp index 3afde063c..5b2271433 100644 --- a/src/gl/scene/gl_walls.cpp +++ b/src/gl/scene/gl_walls.cpp @@ -142,7 +142,6 @@ void GLWall::PutWall(bool translucent) { if (gl.lightmethod == LM_SOFTWARE && !translucent) { - // This is not yet ready. if (PutWallCompat(passflag[type])) return; } diff --git a/src/gl/system/gl_framebuffer.cpp b/src/gl/system/gl_framebuffer.cpp index ae1fabaed..ec77cfd14 100644 --- a/src/gl/system/gl_framebuffer.cpp +++ b/src/gl/system/gl_framebuffer.cpp @@ -179,9 +179,6 @@ void OpenGLFrameBuffer::InitializeState() // //========================================================================== -// Testing only for now. -CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) - void OpenGLFrameBuffer::Update() { if (!CanUpdate()) @@ -197,10 +194,7 @@ void OpenGLFrameBuffer::Update() GLRenderer->SetOutputViewport(nullptr); - if (gl_draw_sync || !swapped) - { - Swap(); - } + Swap(); swapped = false; Unlock(); CheckBench();