Robert,
Seem that you have misunderstood my question. All I want is to remove
the FPS limitation in the Clutter.
For example, in the Main Loop of my simple application
while (running)
{
if (desiredFPS is reached)
render
calculate FPS
}
I want is to remove the line `if (desiredFPS is reached)`. As I knew in
Clutter, when construct the Timeline, we have to input the desired FPS,
or duration into the timeline. And I want to remove that parameter to
have Timeline run at full CPU utilization.
In case we can't do that with timeline, is there any animation API that
allow we move a rectangle to specific location?
Thanks,
-Hieu
> -----Original Message-----
> From: Robert Bragg [mailto:[email protected]]
> Sent: Friday, September 11, 2009 12:20 AM
> To: Emmanuele Bassi
> Cc: [email protected]
> Subject: Re: [clutter] Run at full CPU usage
>
> On Thu, 2009-09-10 at 10:34 +0100, Emmanuele Bassi wrote:
> > On Thu, 2009-09-10 at 09:46 +0700, Hieu Le Trung wrote:
> >
> > > Is there any way that I can remove the FPS in the timeline to
force
> > > Clutter to run at full CPU usage?
> >
> > which FPS? are you using Clutter 0.8?
> >
> > Clutter 1.0 is vblank-locked, so it will always repaint (and update
> the
> > timelines) at the same rate. if you're trying to see the amount of
> > frames per second you'd be able to display on a magical screen with
> no
> > vertical blanking delay[0], you can run a Clutter application after
> > exporting these two environment variables:
> >
> > CLUTTER_VBLANK=none
> > CLUTTER_DEFAULT_FPS=1000
> >
> > or by passing to it these two command line arguments:
> >
> > --vblank=none --clutter-default-fps=1000
> >
> > for Clutter 0.8, just exporting CLUTTER_VBLANK=none will disable
> > vblanking support.
>
> Since you explicitly say "full CPU usage" implying you are trying to
> remove the GPU from the equation, I thought I'd mention that you can
> also set the INTEL_NO_HW=1 environment variable, (obviously assuming
> you
> are running with an intel driver) which will disable dispatching of
> batch buffers to the hardware.
>
> Note if you use this you will have to disable picking (e.g.
> --clutter-debug=nop-picking) since the values from glReadPixels will
> never correspond to an actor id.
>
> kind regards,
> - Robert
>
> >
> > Robert Bragg, Intel Open Source Technology Center
>
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