> Another case of weak documentation, (setMinimumFrameCycleTime) "will
> ensure that the time between the start of each successive frame is at
> LEAST the specified number of milliseconds" ie this will introduce a
> "delay" between displaying frames.  Perhaps useful if you are trying to
> make a slide show and want each frame to remain on screen for at least
> one second (or whatever set time you wish). But for developers trying to
> get the fastest frame rate possible it seems to be worthless.

I believe id software, limits Quake3 by default to do a max of 100fps. I
believe the reasoning was that frame rates above that will cause problems in
physics, or collision detection (the players are likely to get stuck).

In my own work, I am probably going to limit the frame rate as well. But I
have tried also fixing the calculation rate to 100 time a second (using the
wake on elapsed time condition), and letting the frame rate do what it wants
but that had some weird jerkyness. So then I mixed it, so that it would only
calculate if the frame was 10 or more miliseconds to render, that has
jerkyness. So now I am going to do straight calculations. The jerkyness is
not performance related because its smooth, but every couple of frames I
think duplicate each other instead of being smooth. At least I think the
issue is the way I am handling timing, but I do recall experimenting with
morph targets inside of an animated environment where I noticed some
jerkyness in the morph animation, but this could be unrelated and have to do
with the way I am calculating the morph target animation (I edited the morph
target behavior provided in the demos director so that it can support
diffrent amounts of morph targets other then a fixed number, and be able to
loop the animation so that I can examine a walk animation that loops back to
the beginning).

Leyland Needham

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