Bool ms_p = [prefsReader getBooleanResource:"multiSample"];
/* Sometimes, turning on multisampling kills performance. At one point,
- I thought the answer was, "only run multisampling on one screen, and
- leave it turned off on other screens". That's what this code does,
- but it turns out, that solution is insufficient. I can't really tell
- what causes poor performance with multisampling, but it's not
- predictable. Without changing the code, some times a given saver will
- perform fine with multisampling on, and other times it will perform
- very badly. Without multisampling, they always perform fine.
+ I thought the answer was, "only run multisampling on one screen, and
+ leave it turned off on other screens". That's what this code does,
+ but it turns out, that solution is insufficient. I can't really tell
+ what causes poor performance with multisampling, but it's not
+ predictable. Without changing the code, some times a given saver will
+ perform fine with multisampling on, and other times it will perform
+ very badly. Without multisampling, they always perform fine.
*/
// if (ms_p && [[view window] screen] != [[NSScreen screens] objectAtIndex:0])
// ms_p = 0;
Bool dbuf_p = [prefsReader getBooleanResource:"doubleBuffer"];
/* There seems to be no way to actually turn off double-buffering in
- EAGLContext (e.g., no way to draw to the front buffer directly)
- but if we turn on "retained backing" for non-buffering apps like
- "pipes", at least the back buffer isn't auto-cleared on them.
+ EAGLContext (e.g., no way to draw to the front buffer directly)
+ but if we turn on "retained backing" for non-buffering apps like
+ "pipes", at least the back buffer isn't auto-cleared on them.
*/
return [NSDictionary dictionaryWithObjectsAndKeys: