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| author | Jacques Heunis <jaaksemail@gmail.com> | 2018-03-31 12:22:44 +0200 |
|---|---|---|
| committer | Ahmad Fatoum <ahmad@a3f.at> | 2018-03-31 12:22:44 +0200 |
| commit | b4e2f5b45c22e560bf785cf412154fc32d995e1e (patch) | |
| tree | 52152ee91759a7f50ea0984f26e65803a98bb7f3 /src | |
| parent | 22c8ea76aaf63d29d21dd416d8d624dbfd322ba4 (diff) | |
| download | raylib-b4e2f5b45c22e560bf785cf412154fc32d995e1e.tar.gz raylib-b4e2f5b45c22e560bf785cf412154fc32d995e1e.zip | |
Initialize the timer after the graphics device on desktop and web platforms. (#516)
This is already the order that is used for Android. It doesn't appear to
make a difference on desktop but on web using the timer before it's been
initialized (by glfwInit, inside InitGraphicsDevice) causes the a long
(and variable but often several seconds) sleep between the first and
second frame.
Fixes: 468309d ("Early-exit InitWindow if InitGraphicsDevice fails")
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -442,14 +442,14 @@ void InitWindow(int width, int height, void *data) uwpWindow = (EGLNativeWindowType)data; #endif - // Init hi-res timer - InitTimer(); - // Init graphics device (display device and OpenGL context) // NOTE: returns true if window and graphic device has been initialized successfully windowReady = InitGraphicsDevice(width, height); if (!windowReady) return; + // Init hi-res timer + InitTimer(); + #if defined(SUPPORT_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) |
