if (mi->fps_p) do_fps (mi);
glFinish();
- glXSwapBuffers(MI_DISPLAY(mi), MI_WINDOW(mi));
+/* For some reason this hack screws up on Cocoa if we try to double-buffer it.
+ It looks fine single-buffered, so let's just do that. */
+/* glXSwapBuffers(MI_DISPLAY(mi), MI_WINDOW(mi)); */
}
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
- bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
bp->glx_context = init_GL(mi);
+ glDrawBuffer(GL_FRONT);
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_LINE_SMOOTH);
glShadeModel(GL_FLAT);