// this is needed to make sure all previous rendering is flushed to
// buffers/surfaces
// previous rendering should be done and swapped
- if (!safe_native) eglWaitNative(EGL_CORE_NATIVE_ENGINE);
+//xx if (!safe_native) eglWaitNative(EGL_CORE_NATIVE_ENGINE);
// if (eglGetError() != EGL_SUCCESS)
// {
// printf("Error: eglWaitNative(EGL_CORE_NATIVE_ENGINE) fail.\n");
// }
#else
// previous rendering should be done and swapped
- if (!safe_native) glXWaitX();
+//xx if (!safe_native) glXWaitX();
#endif
}
}
else
eglSwapBuffers(re->win->egl_disp, re->win->egl_surface[0]);
- if (!safe_native) eglWaitGL();
+//xx if (!safe_native) eglWaitGL();
if (re->info->callback.post_swap)
{
re->info->callback.post_swap(re->info->callback.data, re->evas);