This is a great idea, thanks for sharing never tried to adjust quality like 
this.

Sent from my iPhone

On Aug 13, 2010, at 10:36 AM, Ktu <[email protected]> wrote:

> This doesn't change the way it works, but you could rewrite the addValue
> stuff to this:
> 
> buffer += (fps >= 45) ? 1 : -1;
> 
> 
> 
> On Fri, Aug 13, 2010 at 4:45 AM, Jiri <[email protected]> wrote:
> 
>> Thanx for the answer, I am on a project where the whole thing is allready
>> set up. The quality is now set to BEST as soon as the FPS goes under 30 (i
>> used 45 in my example), but on fast machine this results in very short
>> graphical glitches, because it is usually only 1 or 2 frames where the FPS
>> is below 30.
>> I wanted to prevent this and make the profiling a bit better. Not toggle
>> all the time, but just wait a bit before doing the call.
>> 
>> So it is not so much about the execution based on EnterFrame but more on
>> how to write the function a bit cleaner.
>> 
>> Jiri
>> 
>> 
>> On 13-08-10 10:29, Henrik Andersson wrote:
>> 
>>> I use a different event than what you are most likely using. I use the
>>> Render event. It is a bit more effort since you have to request it again
>>> and again, but it is more accurate for the rendered fps.
>>> 
>>> It differs from the enter frame event in that it is not dispatched when
>>> the player is skipping frames.
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> 
> 
> 
> -- 
> Ktu;
> 
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