Matthew Allum wrote on 03/07/08 09:06 AM:
> How fast are you running the actual timeline ? My guess is its just
> CPU/X overhead from both the decoding and constant rebinding of texture
> pixmaps (for each frame) that is sucking cycles from the timeline
> scheduling. The texture updates probably happen at a higher priority
> than the timeline itself due to how they come into clutter (via damage X
> events) - that may not be ideal for this kind of case.

I doubt it's overhead, at least the processes themselves use no
discernible additional cpu when viewed from top.

I still suspect what I speculated on in my followup email: with vsync
enabled, clutter can only flip buffers 60 times a second.  If
ClutterGLXTexturePixmap is immediately painting for each damage event
(following updating the texture itself) and I am playing a 60fps video
(with a 60Hz display refresh), then it effectively starves any other
painting that might need to occur (due to timelines).

Cheers,
Jason.
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