Dæmon window is empty and undefined until shaders are compiled
On slow hardware it can take a long time and the window displays garbage for all this time…

Maybe there is a way for SDL to fill the window with black before this:
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// handle any OpenGL/GLSL brokenness here... |
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// nothing at present |
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#if defined( GLSL_COMPILE_STARTUP_ONLY ) |
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GLSL_InitGPUShaders(); |
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#endif |
Or even earlier, right after that:
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window = SDL_CreateWindow( CLIENT_WINDOW_TITLE, x, y, glConfig.vidWidth, glConfig.vidHeight, flags ); |
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if ( !window ) |
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{ |
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logger.Warn("SDL_CreateWindow failed: %s\n", SDL_GetError() ); |
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continue; |
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} |
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SDL_SetWindowIcon( window, icon ); |
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glContext = SDL_GL_CreateContext( window ); |
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if ( !glContext ) |
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{ |
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logger.Warn("SDL_GL_CreateContext failed: %s\n", SDL_GetError() ); |
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continue; |
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} |
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SDL_GL_SetSwapInterval( r_swapInterval->integer ); |
Dæmon window is empty and undefined until shaders are compiled
On slow hardware it can take a long time and the window displays garbage for all this time…
Maybe there is a way for SDL to fill the window with black before this:
Daemon/src/engine/renderer/tr_init.cpp
Lines 333 to 338 in 6b94e2e
Or even earlier, right after that:
Daemon/src/engine/sys/sdl_glimp.cpp
Lines 702 to 719 in 6b94e2e