On Sat, May 2, 2009 at 6:47 AM, Tristam MacDonald <[email protected]> wrote:
> 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.

This isn't really possible -- I've never seen a mouse fire events at
more than around 30Hz on any OS.  1000Hz is not due to mouse
movements.

> 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?

You must set window.invalid to False after the window is repainted
(i.e., when its content is valid), and True when it needs to be
repainted.

Alex.

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