On 10/04/13 18:48, Peter B wrote:
Maybe I'm misunderstanding something, but I specifically WANT to
couple my game logic and drawing code. Are you telling me that this is
no longer possible?
On Monday, 25 March 2013 20:21:30 UTC-4, Adam wrote:
On 25/03/13 17:23, Peter B wrote:
> Pyglet 1.2 alpha DEFINITELY broke the scheduling. I see people
asking
> the same thing, why the clock.set_fps_limit which previously
worked is
> now no longer working as advertised, and the response seems to
be Oh,
> just don't use it, and schedule everything on time intervals.
Which is
> fine unless you WANT sometime to fire each frame.
>
> I'd appreciate some explanation of why this happened.
>
pyglet.clock.set_fps_limit is deprecated
http://pyglet.org/doc/api/pyglet.clock-module.html#set_fps_limit
<http://pyglet.org/doc/api/pyglet.clock-module.html#set_fps_limit>
If you want something to happen every frame possible then use
pyglet.clock.schedule with your update function as was mentioned
earlier
in this thread. If you want to restrict the frame rate the correct
way
to do that now is to use schedule_interval and a redraw will occur
when
that happens assuming your monitor refresh rate is faster than the
interval.
What, specifically, are you trying to do? When you schedule something
on_draw should be called afterwards by the event loop to draw the
changes. If you want something more tightly coupled then you'll need to
schedule something to make sure the screen gets refreshed and then run
your logic from on_draw.
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