ShiVa3D
Too fast or out of sync?
Windows DX9/OpenGL 2 Standalone AppsToo fast or out of sync?
by rusty » 01 Nov 2011, 12:55
I'm developing an Android app, on that and in the IDE everything works great, but every now and again i'll Author a Windows version for someone who is designing some maps. The problem is it flies through and states get jumped through and cycle back to the beginning when they shouldn't.
The only explanation I can ponder is that the NSIS application is multi-threaded whereas the IDE viewer isn't, but I don't know that.
Has anyone any other suggestions / solutions?
Cheers!
The only explanation I can ponder is that the NSIS application is multi-threaded whereas the IDE viewer isn't, but I don't know that.
Has anyone any other suggestions / solutions?
Cheers!
- rusty
- Expert Boarder

- Posts: 95
Re: Too fast or out of sync?
by NiCoX » 01 Nov 2011, 17:22
Hi,
You can force the v-sync by calling:
You can force the v-sync by calling:
- Code: Select all
application.setOption ( application.kOptionSwapInterval, 1 )
-

NiCoX - Platinum Boarder

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- Location: France
Re: Too fast or out of sync?
by rusty » 06 Nov 2011, 12:03
No, it's a logic set of states that it gets out of sync with. (When a ball is fired, instead of waiting until finished, it jumps logic and resets)
I decided I will have a go at expanding it out into actual "states" to see if it solves it, but i'd rather keep this simple set of states within a single function.
However when I have time i'll extract a simple example to demonstrate.
*** One thought on the subject this week has been if an onIdle (even though it has a 1 sec threshold) is somehow still present just after the start of the shot (maybe due to multi-threading)
I decided I will have a go at expanding it out into actual "states" to see if it solves it, but i'd rather keep this simple set of states within a single function.
However when I have time i'll extract a simple example to demonstrate.
*** One thought on the subject this week has been if an onIdle (even though it has a 1 sec threshold) is somehow still present just after the start of the shot (maybe due to multi-threading)
- rusty
- Expert Boarder

- Posts: 95
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