opengl: glFlush() vs. glFinish()

Mind that these commands exist since the early days of OpenGL. glFlush ensures that previous OpenGL commands must complete in finite time (OpenGL 2.1 specs, page 245). If you draw directly to the front buffer, this shall ensure that the OpenGL drivers starts drawing without too much delay. You could think of a complex scene that appears object after object on the screen, when you call glFlush after each object. However, when using double buffering, glFlush has practically no effect at all, since the changes won’t be visible until you swap the buffers.

glFinish does not return until all effects from previously issued commands […] are fully realized. This means that the execution of your program waits here until every last pixel is drawn and OpenGL has nothing more to do. If you render directly to the front buffer, glFinish is the call to make before using the operating system calls to take screenshots. It is far less useful for double buffering, because you don’t see the changes you forced to complete.

So if you use double buffering, you probably won’t need neither glFlush nor glFinish. SwapBuffers implicitly directs the OpenGL calls to the correct buffer, there’s no need to call glFlush first. And don’t mind stressing the OpenGL driver: glFlush will not choke on too many commands. It is not guaranteed that this call returns immediately (whatever that means), so it can take any time it needs to process your commands.

Leave a Comment

Hata!: SQLSTATE[HY000] [1045] Access denied for user 'divattrend_liink'@'localhost' (using password: YES)