diff --git a/doomsday/engine/portable/src/dd_loop.c b/doomsday/engine/portable/src/dd_loop.c index 1d14deb27f..192623e8e4 100644 --- a/doomsday/engine/portable/src/dd_loop.c +++ b/doomsday/engine/portable/src/dd_loop.c @@ -85,8 +85,6 @@ static int timeDeltasIndex = 0; static float realFrameTimePos = 0; -static boolean waitingForDraw = false; - static void startFrame(void); static void endFrame(void); static void runTics(void); @@ -118,7 +116,7 @@ int DD_GameLoop(void) void DD_GameLoopCallback(void) { - if(!novideo && waitingForDraw) return; // Only after the frame has been drawn, please. + if(novideo) return; // Only after the frame has been drawn, please. if(Sys_IsShuttingDown()) return; // Shouldn't run this while shutting down. @@ -137,9 +135,6 @@ void DD_GameLoopCallback(void) // Request update of window contents. Window_Draw(Window_Main()); - // Don't run this callback until the drawing has occurred. - waitingForDraw = true; - if(!novideo) { GL_ProcessDeferredTasks(FRAME_DEFERRED_UPLOAD_TIMEOUT); @@ -155,9 +150,6 @@ void DD_GameLoopDrawer(void) assert(!Con_IsBusy()); // Busy mode has its own drawer. - // We will now be drawing the contents of the window. - waitingForDraw = false; - LIBDENG_ASSERT_IN_MAIN_THREAD(); // Frame syncronous I/O operations.