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Use EXT_swap_control_tear when available to ensure that VSync never slows things down (tears instead if it can't keep up, better than stuttering)
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@@ -196,6 +196,7 @@ bool GL_Init(HWND window, std::string *error_message) {
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glGetIntegerv(GL_MINOR_VERSION, &OpenGLVersion[1]);
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glstate.Initialize();
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CheckGLExtensions();
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GL_SetVSyncInterval(0);
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if (enableGLDebug && glewIsSupported("GL_ARB_debug_output")) {
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glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
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