On Fri, May 1, 2009 at 3:35 PM, Alex Holkner <[email protected]> wrote:
> > On Sat, May 2, 2009 at 12:52 AM, Padraig Kitterick > <[email protected]> wrote: > > 2) Why does pyglet flip() the window buffers when _any_ event happens by > > default, even when that event doesn't alter the buffers? > This behavior means > > that scheduling any function to be called at short intervals will push > the > > fps to the maximum of 60, regardless of what that function is doing, i.e. > > whether it has an effect on the buffers or not. Not a criticism, just > > curious... > > This is the easiest development model for an application/game > developer (it avoids bugs in which the developer forgets to invalidate > the window). The WIndow.invalid flag exists as an opt-in way to tell > pyglet not to redraw the window by default, if you want to manage > invalidating the window yourself. > The event updates are great from the point of view of an application developer, but really bad for a game developer - my update function pretty much doesn't run when I am tracking mouse move events, because the window is redrawn many, many times (past 1,000 redraws per second) during mouse move events. Is the idea behind the window.invalid flag that I set it to False when I create the window, and then manually flip in my update loop? -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
