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authorJacques Heunis <jaaksemail@gmail.com>2018-03-31 12:22:44 +0200
committerAhmad Fatoum <ahmad@a3f.at>2018-03-31 12:22:44 +0200
commitb4e2f5b45c22e560bf785cf412154fc32d995e1e (patch)
tree52152ee91759a7f50ea0984f26e65803a98bb7f3 /src
parent22c8ea76aaf63d29d21dd416d8d624dbfd322ba4 (diff)
downloadraylib-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.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/core.c b/src/core.c
index 0532c3c4..89a6f924 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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)