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QCRenderer hesitation



Hello,

My Carbon application uses AGL contexts to draw. I adapted the PBufferRenderer sample code to let me use pass in the AGL context's underlying CGL context rather than an NSOpenGLContext. My adaptation uses CGLTexImagePBuffer to get the texture into my CGL (AGL, really) context. This works for drawing, but the QCRenderer's animation only updates every couple of seconds and then takes up to and over a second to glFlush or glFinish. The times in between these very long times it seems as though the QCRenderer doesn't do anything at all. Timing for the in-between renderings are usually in this range:

QCRenderer renderAtTime: 615 us
glFlush: 83 us
glFinish: 10 us (I added the glFinish, but it doesn't seem to help anyway)


The texture's content is unchanged in this case, the composition looks like it is paused.

Contrast this to the numbers that the rendering takes when the texture actually does change:

QCRenderer renderAtTime: 1108  us
glFlush: 68  us
glFinish: 467806  us

Needless to say, I'd be much happier if I could get the QCRenderer to distribute its load more evenly. The OpenGL Driver Monitor shows increased paging (Texture Page On Data (Non-AGP); this is on a MacBook Pro), but that still doesn't explain why the QCRenderer only appears to update my texture at all every couple of seconds, or why glFinish only choses to actually do something every once in a blue moon. What am I doing wrong?

Thanks.

-Florian


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