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removed the glFinish hack to handle #1714, as it seems that JOGL 2.0.2
solved the issue.
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@@ -1120,19 +1120,6 @@ public class PGL {
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backTex = temp;
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}
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}
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// call (gl)finish() only if the rendering of each frame is taking too long,
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// to make sure that commands are not accumulating in the GL command queue.
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// fcount += 1;
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// int m = pg.parent.millis();
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// if (m - lastm > 1000 * fint) {
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// currentFps = (float)(fcount) / fint;
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// fcount = 0;
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// lastm = m;
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// }
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// if (currentFps < targetFps/2) {
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// finish();
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// }
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}
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