How fast are you running the actual timeline ? My guess is its just
CPU/X overhead from both the decoding and constant rebinding of texture
pixmaps (for each frame) that is sucking cycles from the timeline
scheduling. The texture updates probably happen at a higher priority
than the timeline
Matthew Allum wrote on 03/07/08 09:06 AM:
How fast are you running the actual timeline ? My guess is its just
CPU/X overhead from both the decoding and constant rebinding of texture
pixmaps (for each frame) that is sucking cycles from the timeline
scheduling. The texture updates probably
Hi,
Before filing a bug, I thought I'd fly this by others on the list to see
if either I'm doing something wrong, or nobody but me is seeing this
issue.
I'm applying a simple behaviour to a ClutterGLXTexturePixmap and I'm
seeing many skipped frames in the timeline. However, the redirected
On Wed, 2008-07-02 at 21:09 -0400, Jason Tackaberry wrote:
seeing many skipped frames in the timeline. However, the redirected
window is a video, and no frames seem to be dropped on the video itself,
it's just the animation that is choppy. This suggests to me it's not a
bottleneck in the GPU