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Re : frameRate() can crash 2.0b7

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Andres, I almost wonder if it's 30fps.  It reports faster than 30fps, and I can get it to report faster than 60fps, but I can tell that it is not - it's not smooth at all.  My primary sketch is jumpy, even though it reports 60fps (or more when I unsync).  Hovering over controlP5 buttons gives a delayed response.

I've ran a profiler on it and most of the time (a good 50%) is spent in the gl.Flush().

The sampler breaks down another 50% spend on Thread.sleep(), which is directly in the  PApplet.run().  I'm not sure why it would delay that because it's running (or so it claims) at around 60fps.  Removing that bit of code in PApplet, doesn't appear to improve the performance any.  So it expect it's something else.. I have no idea what though... it's dragging.

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