On Aug 30, 2:21 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
> On 8/30/08, Andrius Mitkus <[EMAIL PROTECTED]> wrote:
>
>
>
>
>
> > Clock reports wrong fps when EventLoop.idle() is overridden
>
> > Hello,
>
> > I tried fixing my frame rate by overriding EventLoop.idle() method and
> > dispatching on_draw only in scheduled actions, however ClockDisplay is
> > now showing nonsense. It behaves as if every clock.tick() is followed
> > by on_draw event, but this isn't true anymore, so displayed fps is
> > higher than real fps. This program reproduces bug (if it's not a
> > feature):
>
> > #!/usr/bin/python
> > import pyglet
>
> > window = pyglet.window.Window(vsync = False)
> > event_loop = pyglet.app.EventLoop()
> > fps_display = pyglet.clock.ClockDisplay()
>
> > [EMAIL PROTECTED]
> > def on_draw():
> > window.clear()
> > fps_display.draw()
>
> > def update(dt):
> > if not window.has_exit:
> > window.dispatch_event('on_draw')
> > window.flip()
>
> > def idle():
> > pyglet.clock.tick(True)
> > return pyglet.clock.get_sleep_time(True)
>
> > pyglet.clock.schedule_interval(update, 1.0 / 30.0)
> > event_loop.idle = idle
> > event_loop.run()
>
> > It looks like problem is in clock.tick() method, it pushes new delta
> > time into sliding window every time it's called. I haven't tested SVN
> > version, but after quick look into repository I was unable to spot any
> > significant changes in there. Am I doing something wrong, or is it
> > really a bug?
>
> This is indeed a "feature". The clock FPS measurement is just
> convenience, and does assume that the window is redrawn every "tick".
> If it were to actually reflect what goes on with on_draw, it would
> have to be per-window anyway.
>
> I have no great desire to change this, although if you think there's
> documentation that needs clarifying I'd be happy to consider that.
>
> Alex.
Thanks for help. There should definitely be more information about
this in documentation.
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