> 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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