Lorenzo Pastrana wrote:

Hi,
Hi Lorenzo!

It's been a long time :)

Indeed!


Some comments ?

My understanding is that what you are trying to achieve is to use OnIdle as some kind of Timer that would be fired after the current batch of events have been processed. I would not advise you to do any rendering in the Idle in a normal app (ie not a game) but to use nglWindow::Invalidate instead as it will post a paint message that will come up for you whenever the system can process it (rather that force the rendering down its throat). I haven't had the need for such a change until now as Invalidate() and nglTimers have permited me to handle these issues directly. So what I understand is that you would like to be able to use OnIdle even when Idle is false, that is without using 100% of the CPU on the message loop thread, just by being called after each batch of window messages. Is that right?

Cheers,

Sebastien

--
Ultimate Sound Bank - http://www.ultimatesoundbank.com
Lead Dev.


_______________________________________________
https://mail.gna.org/listinfo/ngl-devel

Reply via email to