On Fri, 14 Nov 2008 20:02:33 -0200 "Gustavo Sverzut Barbieri"
<[EMAIL PROTECTED]> babbled:

> On Fri, Nov 14, 2008 at 7:52 PM, The Rasterman Carsten Haitzler
> <[EMAIL PROTECTED]> wrote:
> > On Fri, 14 Nov 2008 11:59:27 -0200 "Gustavo Sverzut Barbieri"
> > <[EMAIL PROTECTED]> babbled:
> >
> >> yes, I know.
> >>
> >> I was trying to say that it will not have any effect if we just have
> >> one timer, because it will never be delayed to the next, as there is
> >> no next.
> >>
> >> if we do have animator at 0.01 and pooler at 1.0, with precision of
> >> 1.0 then animator would happen just each second. Bad? can be, but I
> >> just expect such low precision when powersaving is aggressive, then
> >> you couldn't care less about animations.
> >>
> >> in moderate power savings, for example when laptop is on battery, you
> >> could set framerate to 1.0/24.0 and precision to that same value, then
> >> you will have no problems (maybe few frame drops/skips).
> >
> > i think it's more than the animators will be irregular - like the spacing
> > between them instead of 0.1 0.1 0.1 0.1 will be 0.15 0.18 0.2 0.02 0.5 etc.
> > (because they may merge with other timers nearby). the better solution here
> > is to have animators have a special "must tick on time as much as possible"
> > flag so other timers merge TO the animator, not the animator merge TO the
> > other timers. and when in powersave - depending on level, we can drop
> > framerate to 1/2 or 1/4 for animators :)
> 
> yes, adding this will be no problem, just a flag more, setters and
> getters and check the flag on the search.
> 
> but I wonder if it's really required. As I said, if we use precision
> == frametime it shouldn't be too noticeable.

with animation.. it is very noticeable. human perception is a surprising
thing if it's irregular :)

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]


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