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Dmitry Kazakov authored
The compression is done in two stages: 1) The signals are compressed using KisSignalCompressor with a period of 10 ms. This effectively limits the frame rate by 100fps. 2) On some (slow) systems 100 fps might be too much, so before delivering the signal to the openGL canvas it is now checked whether the pipeline has already finished processing our previous update requests using KisOpenGLCanvas2::isBusy(). If the pipeline is still congested, we just resend the signal back to KisSignalCompressor.
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