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Re: High FPS in NSOpenGLView
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Re: High FPS in NSOpenGLView


  • Subject: Re: High FPS in NSOpenGLView
  • From: Peter Ammon <email@hidden>
  • Date: Mon, 28 May 2001 09:51:44 -0700

on 5/27/01 7:07 PM, Kim Foo-Jones at email@hidden wrote:

> I would like to use Cocoa to make a framework for developing my
> game engine. The framework could evolve into an editor so AppKit
> would be very helpful in future.
>
> I have previously been writing the framework under OS9 and it was
> very simple to set-up a loop to run my engine routines in. What
> would be the best approach under OSX using Cocoa? I have an
> NSOpenGLView subclass to render into, but of course I need a loop
> to do my interactive rendering in... Do I need to create a
> separate thread to the main program or is there some other
> mechanism which would be more appropriate? Are there any issues
> with drawing into an NSOpenGLView with such a method?
>
> The subject line is a bit misleading as I'm not looking for
> ultimate performance at this stage - I just want to get a loop
> going to prototype my engine. It does need to be real-time,
> though - capable of at least 15-20 fps, say.
>
> Also, it would be good if I could do it in a way which made it
> easy to move the engine into an actual game in future. The engine
> itself is more-or-less self-contained - it only issues OpenGL
> commands...

I saw hundreds of fps by simply creating a repeating NSTimer with an
interval of 0 that called my NSOpenGLView's display method.

-Peter


References: 
 >High FPS in NSOpenGLView (From: Kim Foo-Jones <email@hidden>)

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