Thanks once again for the assists, Alex.

As you anticipated, the WINDOW_SET_VSYNC test shows that vsync is not
being honoured. (that's a cool test - much clearer than squinting at
moving polygons like I was trying to do.)  I'll look around in my
driver / X config, see if there's anything I can do about that.

I'll play with the window invalidation mechanism you outline, see what
happens.

Many thanks,

  Jonathan



On Jun 23, 6:06 pm, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
> On Tue, Jun 24, 2008 at 7:11 AM, Tartley <[EMAIL PROTECTED]> wrote:
>
> > Hey Alex,
>
> > Thanks heaps for the response.
>
> > I've tried that out, and am now using the exact canonical 'hello
> > world' example, cut and paste from the programming guide, and it does
> > help, but I'm still very confused.
>
> > My 'update' function now gets called every 33 to 37ms, no matter what
> > happens. This is not quite the 30fps I asked for, but is much
> > improved, and is unaffected by mouse events.
>
> > However, on_draw() gets called at 45 to 55 fps, and this rises to
> > 120fps when I move the mouse. So many of my calls to on_draw() are
> > redundant (drawing the same thing as last frame)
>
> pyglet assumes that the window needs to be repainted after any event,
> including mouse events.  You can override this by setting
> window.invalid=False during your on_draw() handler.  This prevents
> on_draw being called again until invalid is set to True (for example,
> during your update() function).  This is a
> new/experimental/undocumented feature.
>
> > I am still seeing tearing.
>
> Try:
>
> python tests/test.py WINDOW_SET_VSYNC
>
> which should make it abundantly clear whether or not your video card
> supports vsync.
>
> Alex.
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