Uh that is what I am doing? The 30MS i am talking about is the DT since the last refresh
position += dt * factor But with the time being all over the place it makes for very unsmooth animation. On Jun 27, 10:56 am, Luke Paireepinart <[email protected]> wrote: > Gachuk wrote: > > Well with my example above i'm not sure if Vsync is enabled, I know if > > you create a window then vsync will be by default. > > > With Tristam suggestion of updating as fast as possible i.e. with > > schedule not schedule_interval and letting vsync control the FPS then > > I do get more often than not 16ms. > > However I do get an alarming amount of stray 30ms timings, now while > > as I said I appreciate you may get some variance, the amount of times > > you get 30ms crop up is quite alarming atleast several per second. > > > So i'm still at a loss as to what to do, it's quite a limiting problem > > because it is preventing me from having smooth animation, which is > > kind of important in a game (or in most multimedia apps) > > Why don't you just advance your animation between frames by the amount > of time that has passed since the last refresh? that's what people > normally do, is it not? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
