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
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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.
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
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