Good info, I'll move the clock tick to the main loop and see what that gets me. Thanks for the tip.
On Fri, Dec 30, 2011 at 5:46 PM, Ian Mallett <geometr...@gmail.com> wrote: > On Fri, Dec 30, 2011 at 8:00 AM, Sean Wolfe <ether....@gmail.com> wrote: >> >> Don't have to click for every frame, it will run the whole list of >> frames on a single mousebuttondown. > > That wasn't really my point; graphics is only being drawn when the user > clicks. Generally input and graphics are disassociated. I see that this > way allows you to only redraw when you need to, but it's a bad idea in > general. > > However, given that this *is* your desired behavior, I suspect the actual > problem to be with the clock.tick calls. When passed a framerate argument, > the clock will attempt to average over a certain number of time samples to > get a proper framerate. You're only ever calling tick when there's a mouse > event, so the average will get screwed up. Also, it's set to 10fps, which > is kinda low. > > Ian -- A musician must make music, an artist must paint, a poet must write, if he is to be ultimately at peace with himself. - Abraham Maslow