Troy Rollins wrote:
Even in authoring mode, you may find you get better system behavior if you employ "Zav's Sleep Trick."

Try putting the following in a movie script, and running your program -

on idle
    sleep 1
end

This curbs the CPU overdrive issue caused by Director in "play" mode in general, and helps a bunch when using 3D. This will also work for projectors, but in both cases, authoring and projectors, you need the watcherhelper xtra (AKA the UIhelper on some system types) available, as that is where the sleep function resides.

I've tried doing this using masterapp's mappFeedGenericTimeSlice, but it doesn't really seem to help. Is this because our app is already so overburdened that something like this wouldn't help because idle isn't called often enough to make a difference? Or does mappFeedGenericTimeSlice not do quite the same thing as the sleep from watcherhelper?


Are there other tricks that are helpful for this sort of thing?

I think that our problems may also be exacerbated by having too many (more than 1) 3D sprites on screen at once. Is that likely? We have 3D stuff embedded in an LDM, is that a further cause of issues in terms of performance?

Any suggestions are welcome.

- Bruce

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