On Jan 5, 2008, at 9:15 AM, Christiaan Hofman wrote:

>
> On 5 Jan 2008, at 5:51 PM, Adam R. Maxwell wrote:
>
>>
>> On Jan 5, 2008, at 4:22 AM, Christiaan Hofman wrote:
>>
>>>
>>> On 4 Jan 2008, at 6:23 PM, Adam R. Maxwell wrote:
>>>
>>>>>> I found that drawing speed also acts as an implicit throttle on
>>>>>> the
>>>>>> render thread, so the queue uses waitUntilDone:YES.  I found that
>>>>>> rendering was too fast under some conditions, and all the drawing
>>>>>> updates led to a beachball.  Using OpenGL to draw might be a
>>>>>> performance win, but I've been afraid to open that can of worms;
>>>>>> maybe
>>>>>> on a branch.  Apple uses mipmaps in iPhoto according to class-
>>>>>> dump.
>>>>>>
>>>>>> --    
>>>>>> adam
>>>>>
>>>
>>> That sounds like being inefficient. Can't we just collect rendered
>>> icons until the main thread is ready, rather than flushing every 5
>>> icons?
>>
>> What do you mean by "ready?"  All the delegate method is really doing
>> is adding some dirty regions for display, so they're redrawn on the
>> next pass through the event loop.
>>
>
> Ready means that the delegate method has returned. The same as what
> waitUntilDone:YES would do, only it would not block the render thread
> during that time.

Ah, that does make sense.  I just changed it to waitUntilDone:NO, so  
give that a try and see how it performs too.  I also fixed a couple of  
problems with redundant rendering that I woke up thinking about :(.   
Based on the comment, I'm pretty sure something like that was the  
problem I ran into last time.

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