I realize that that is the correct analysis of my problem. Strangly enough, this isn't really how the flashplayer seems to work; since I am using the onEnterFrame to update, I shouldn't be able to go out of sync with the renderer. The render should send out an ontenterframe when it's done rendering a frame, draw the new one on a framebuffer, swap the buffers, and send out the event again.
Ralph. -----Oorspronkelijk bericht----- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Verzonden: donderdag 22 december 2005 16:45 Aan: Flashcoders mailing list Onderwerp: Re: [Flashcoders] jumpy horizontal motion I think Ralph's problem there is that Flash hasn't finished redrawing frame 1, when it has to start drawing frame 2. As for David's choppy animation, it's typical for too much animation in too little time. 60 fps is way too high, 25 or 30 fps is more than enough for smooth animation. The player won't be able to keep up 60fps for anything but the simplest animations, so there's no use in trying it. This might explain the choppy animation (at least partly), the player is just skipping frames. On 12/22/05, Hauwert, Ralph <[EMAIL PROTECTED]> wrote: > > I've run into this several times now, with no solution as of yet. > For some reason, when doing more heavy things on the graphical side of > things, it seems like vsyncing is stopped. Like the renderer only renders > half a frame. I did a demo for the Flash 8 launch, using optimizations > using > only bitmaps and scrollrect to scroll for instance, and still ran into > this > "v-sync" issue. > Toon Van de Putte _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders