> I think I am misusing the add_timeout and repeat_timeout functions.
>
> If a draw will not happen until after these functions return  then my drawing 
> code should be in the window's draw function.
>
> The timeout functions should just be there for timing when that drawing will 
> be active.
>
> something like this:
>
> void MyWindow::draw()
> {
>   if (not_valid)
>   {
>     // initialize opengl etc.
>   }//end if
>
>   //draw the screen
>   .
>   .
>   .
>   //add a timeout if I want to control FPS
>   //otherwise exit.
> }
>
> The timeout function should call redraw just before exiting.  I'll test this 
> and report back - hopefully with a simple enough sample for everyone to 
> compile.

I've tried everything I can think of but I cannot force a redraw at exactly the 
instant I want to.  I need an occluding object to damage the window before I 
can force a redraw.

What I mean to say is that I have to wave my mouse in front of the window in 
order to force the window to redraw.  The refresh rate is much much lower that 
I would expect but indeed the window does refresh.

I labored to create a simple example to compile but I'm on  something of a time 
budget and could not generate one.

If anyone knows how to simulate damaging the window space or in some other 
fashion forcing a window to redraw that would help me out a lot.

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