Revert "windows opengl: Set PFD_DOUBLEBUFFER even for single buffer rendering"
This reverts commit 6fd7199230bfc81d6aadf53b3c115def8caba90c. Kendy says the
original problem can't be reproduced anymore, and most unexpected flickering
goes away with this for my nvidia card.
Also, it's a good idea in general to keep PFD_DOUBLEBUFFER and
WGL_DOUBLE_BUFFER_ARB in sync, which is now the case.
Change-Id: I7a809d1c85be4206c01720d5de9b0a5617a59c87
(cherry picked from commit dbf5882af35a7644aca74c7049fbbbd9e8c11693)
Reviewed-on: https://gerrit.libreoffice.org/18223
Reviewed-by: Caolán McNamara <caolanm@redhat.com>
Tested-by: Caolán McNamara <caolanm@redhat.com>
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 8f3cce8..5e47f78 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -915,9 +915,8 @@ bool OpenGLContext::ImplInit()
0, 0, 0 // Layer Masks Ignored
};
// interestingly we need this flag being set even if we use single buffer
// rendering - otherwise we get errors with virtual devices
PixelFormatFront.dwFlags |= PFD_DOUBLEBUFFER;
if (mbUseDoubleBufferedRendering)
PixelFormatFront.dwFlags |= PFD_DOUBLEBUFFER;
if (mbRequestVirtualDevice)
PixelFormatFront.dwFlags |= PFD_DRAW_TO_BITMAP;