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- added CVAR to disable WGL_EXT_swap_control_tear.
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
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@ -1159,10 +1159,15 @@ bool SystemFrameBuffer::IsFullscreen()
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//
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//
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//==========================================================================
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EXTERN_CVAR(Bool, vid_vsync);
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CUSTOM_CVAR(Bool, gl_control_tear, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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vid_vsync.Callback();
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}
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void SystemFrameBuffer::SetVSync (bool vsync)
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{
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if (myWglSwapIntervalExtProc != NULL) myWglSwapIntervalExtProc(vsync ? SwapInterval : 0);
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if (myWglSwapIntervalExtProc != NULL) myWglSwapIntervalExtProc(vsync ? (gl_control_tear? SwapInterval : 1) : 0);
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}
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void SystemFrameBuffer::SwapBuffers()
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