Jon,

On 10-Apr-05, at 5:29 PM, Jon Heiner wrote:

Excellent. That did it. Thanks for the assistance.


No problem.

I noticed that the timer object "should" be triggering at 60 FPS, but it's not even close. Is there some considerable overhead to using timers? Down the line, I'm planning on running the updates in a separate thread and simply putting it to sleep when it's not drawing, but i'm a little worried about this overhead. Any thoughts on optimizing animation would be great. I'll see what I can do here and repost later.


There are 2 problems here; first I was using CGContextFlush instead of CGContextSynchronize, this was causing 20000ticks/draw of overhead (this is now fixed in SVN), the second is the cairo backend sucking and causing crappy performance. I dont have any immediate fix for this (until the backend is fixed; this will stay)


-kangaroo

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