On Thu, Jan 7, 2016 at 9:47 PM, Torsten Paul <torsten.p...@gmx.de> wrote: >> torsten, can you make anything of this? (lkcl's messages in full at >> http://bugs.debian.org/806670) >> > Yes, the event handling is likely the root cause of the issue, but > the exact same code works fine with Qt4 and in some cases also with > Qt5. > There were a number of issues in Qt5 that caused problems, but > according to their bug tracker those are fixed (basically > https://github.com/openscad/openscad/blob/master/src/openscad.cc#L722)
// The default SwapInterval causes very bad interactive behavior as // waiting for the buffer swap seems to block mouse events. So the clearly, by stating this, the upstream authors are, i have to be absolutely frank here, blithering idiots. "waiting for the buffer swap" - which i infer and assume means that there's a means by which it's possible to detect when the opengl rendering has completed - is PRECISELY the behaviour that's required, without which you get exactly the EVEN WORSE behaviour of having one mouse-event generate exactly one redraw event.... all of which back up in a logjam that totally overwhelms even a dual-core 2.4ghz system with 8gb of RAM and nvidia hardware acceleration. it would appear then that the upstream authors assume that end-users are using openscad to make absolutely tiny models (including themselves), and that they've likely never encountered anyone using openscad with .scad files of over 1,000 lines of source code before. if they had, they would have gone "my god this is totally intolerable, we have to change our assumptions and expectations about what's acceptable: maybe a 60fps or greater rendering target wasn't so realistic of us, after all". in rendering some of these incredibly complex objects, i'm *really happy* if i get 3-4 frames per second, and if i get one second per frame when zooming in on some of the detail, i'm likewise really happy. ... sounds strange, if you're used to 60fps or 200fps rendering, yeah? i've got used to it. i move the mouse carefully, a bit at a time, and wait for 1 second for the drawing to catch up. or, i zoom out a little, get a decent framerate back, get the angle right, and zoom back in. with that SwapInterval set to zero, i can't even do that trick, because *everything's* screwed! l.