diff --git a/src/servers/app/ServerApp.cpp b/src/servers/app/ServerApp.cpp index 7070ed245e..aa671dabe5 100644 --- a/src/servers/app/ServerApp.cpp +++ b/src/servers/app/ServerApp.cpp @@ -1347,13 +1347,13 @@ ServerApp::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link) if (!stringArray[i] || lengthArray[i] <= 0) widthArray[i] = 0.0; else { -// widthArray[i] = fDesktop->GetDisplayDriver()->StringWidth(stringArray[i], lengthArray[i], font); + widthArray[i] = fDesktop->GetDisplayDriver()->StringWidth(stringArray[i], lengthArray[i], font); // NOTE: The line below will return the exact same thing. However, // the line above uses the AGG rendering backend, for which glyph caching // actually works. It is about 20 times faster! // TODO: I've disabled the AGG version for now, as it produces a dead lock // (font use), that I am currently too lazy to investigate... - widthArray[i] = font.StringWidth(stringArray[i], lengthArray[i]); +// widthArray[i] = font.StringWidth(stringArray[i], lengthArray[i]); } }