> In a simulator you don't have generally static views & > scenes, and you absolutely have to hit vsync, no frame drops > or the suspension of disbelief is broken. > > Assuming that starting and stopping a sim visual update on > demand is OK is very bad assumption, things like usleep and > similiar tricks aren't at all reliable enough, as soon as you > hand over responsibility for frame scheduling to something > else that is schedule by the operating system or ever work > windowing toolkit you have given any hope of determinism, you > are in the lap of the gods whether you hit frame or not. > > Not to mention all the other issues associated with paging, > animations and physics simulations...
In a dedicated flight sim, I tend to agree with you. Go ahead and let it continuously redraw the scene, even if it is static -- the processor isn't used for anything else anyway. But for any type of desktop/PC rendering application, users expect the CPU to be free for other tasks when they pause or stop the animation. In my experience, dedicated rendering loops have actually generated end-user bug reports, claiming the CPU was occupied even when they had stopped the animation. After I modified the app to only render when needed, never once did I receive a single bug report along the lines of "this wrecked my suspension of disbelief". -Paul _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org