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.

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