Re: [Alephmodular-devel] MacOS X 10.1 users?
Status: Pre-Alpha
Brought to you by:
brefin
From: Woody Z. I. <woo...@sb...> - 2003-01-14 02:18:08
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On Monday, January 13, 2003, at 06:29 PM, Br'fin wrote: > It's all part of the same problem. AM doesn't yet have any code to tell > OSX 'Update the screen NOW' So AM changes the window buffer and OSX > updates the window at some point where system events are being > processed. Aha, so when AM is busy horking the processor continuously in hi-res mode for its rendering, the system hardly ever gets to step in and blit results to the screen. (Does lo-res drawing somehow bypass this mechanism? It seems to not suffer from this restriction, and also tends to "tear", both of which suggest that it might?) > I haven't addressed the issue because one of the areas I really want to > redo things involves the management of the buffers AM draws into. A > display module if you will, that on the platform specific side could do > things like 'use this window's back buffer' or 'Go full screen (and use > the DisplaySprocket unbuffered buffers)' Ah but surely you mean (by telling SDL to SetVideoMode to a full-screen mode with page-flipping), or something like that. ;) > In other words, I didn't want to sprinkle random OSX-only polishing > QDFlushBuffer calls throughout the code when what I really want is to > abstract buffer management and kill the abysmal and unreasonable > framerates we're getting. Especially since the game really is rendering > more frames per second than is showing up on the screen. Makes sense. Woody |