Re: Timer in drawing loop performance problems
Re: Timer in drawing loop performance problems
- Subject: Re: Timer in drawing loop performance problems
- From: Roland King <email@hidden>
- Date: Sat, 15 Aug 2009 12:05:35 +0800
1) again I think you'll get better answers on the OpenGL list than the
cocoa dev list - the guys on that list eat and breathe openGL and I've
had some fantastic help there.
2) Are you targetting OSX 10.3 for your code? That tech tip says use
an NSTimer only for 10.3 compatibility and CVDisplayLink for anything
from 10.4 onwards. If you do have to use a timer have you read the
caveat about enabling vertical synchronization (however one does that)
or "the application will burn a lot of CPU time just firing off the
timer, even though the drawing loop hasn't even completed its last
run."?
On Aug 15, 2009, at 11:21 AM, Shayne Wissler wrote:
Hello,
Following the advice at
http://developer.apple.com/qa/qa2004/qa1385.html, I attempted using a
timer running at 1000Hz. However, on my iMac, this causes about a ~15%
CPU hit. When I run Shark, it says it's spending a good deal of time
in objc_msgSend, presumably in the call "[self setNeedsDisplay:YES]".
Is all this normal/expected?
Shayne Wissler
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