Thread: [PyOpenGL-Devel] [ pyopengl-Bugs-677698 ] Selection-render extremely slow...
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From: SourceForge.net <no...@so...> - 2003-01-30 19:56:11
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Bugs item #677698, was opened at 2003-01-30 15:01 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 Category: Context Group: OpenGLContext v2.0 Status: Open Resolution: None Priority: 6 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Mike C. Fletcher (mcfletch) Summary: Selection-render extremely slow... Initial Comment: Scenes that are rendering tens of frames/second are slowing to 1/sec or so when doing selection rendering passes. Not sure why, need to see what's causing the hiccups. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-02-04 00:46:52
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Bugs item #677698, was opened at 2003-01-30 15:01 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 Category: Context Group: OpenGLContext v2.0 Status: Open Resolution: None Priority: 6 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Mike C. Fletcher (mcfletch) Summary: Selection-render extremely slow... Initial Comment: Scenes that are rendering tens of frames/second are slowing to 1/sec or so when doing selection rendering passes. Not sure why, need to see what's causing the hiccups. ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-02-03 19:52 Message: Logged In: YES user_id=34901 Incorrect assumption in the error report. What's happening is that mouse-over calls which don't cause a triggerRedraw just keep piling up. Since the animations being viewed are updated by a call to triggerRedraw in an _IDLE_ handler, they are never getting updated. Individual rendering for the selection pass is progressing at acceptable speed, it's just that that's all that is being done. Will need to rethink how the animations are being done, since the idle time really isn't reliable under heavy load. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-02-14 07:47:45
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Bugs item #677698, was opened at 2003-01-30 15:01 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 Category: Context Group: OpenGLContext v2.0 >Status: Closed >Resolution: Fixed Priority: 6 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Mike C. Fletcher (mcfletch) Summary: Selection-render extremely slow... Initial Comment: Scenes that are rendering tens of frames/second are slowing to 1/sec or so when doing selection rendering passes. Not sure why, need to see what's causing the hiccups. ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-02-14 02:55 Message: Logged In: YES user_id=34901 Now fixed in CVS. TimeEvents are now tracked while generated, and the context decides whether to render based on whether any were generated/processed. This gives very nice animation, and even lets light-weight scenes with timer-based animations run with very low processor overhead. Also lowered the default render poll time to be 0.01 seconds instead of 0.05 to give smoother animations when using timers. ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-02-03 19:52 Message: Logged In: YES user_id=34901 Incorrect assumption in the error report. What's happening is that mouse-over calls which don't cause a triggerRedraw just keep piling up. Since the animations being viewed are updated by a call to triggerRedraw in an _IDLE_ handler, they are never getting updated. Individual rendering for the selection pass is progressing at acceptable speed, it's just that that's all that is being done. Will need to rethink how the animations are being done, since the idle time really isn't reliable under heavy load. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=677698&group_id=5988 |