Re: sluggish NSSlider with vsynced opengl
Re: sluggish NSSlider with vsynced opengl
- Subject: Re: sluggish NSSlider with vsynced opengl
- From: "Simon Strandgaard" <email@hidden>
- Date: Thu, 28 Sep 2006 13:57:36 +0200
On 9/28/06, Simon Strandgaard <email@hidden> wrote:
On 9/28/06, Simon Strandgaard <email@hidden> wrote:
> I have a window containing a NSOpenGLView and a NSSlider.
> opengl is vsynced, running in its own thread.
>
> I am experiencing the slider being sluggish; the mouse-cursor
> can move large distances before the slider is being redrawn.
> plus the slider fires max 30 events per second.
[snip]
on second thought.. if I do vsync in the opengl thread, then how
would cocoa find time to do its own rendering if its also vsynced?
I have tried two configurations:
1. cocoa runs fine, but opengl is sluggish (varies between 20 to 50 Hz)
2. opengl runs fine (75 Hz steady), but cocoa is sluggish.
I am looking for a 3rd configuration where both opengl and cocoa
runs fine. Is this possible or do I have to pick a tradeoff ?
Ok, 3rd time is the lucky time. I have found an acceptable solution.
opengl runs fine (65 to 75 Hz.. and 75 Hz steady when there is
no GUI interaction), cocoa runs fine, slightly more cpu usage 10%..30%.
I did these things:
not using VSync at all.
not using a separate opengl-thread.
I made these modifications to Apples TextureRange example:
I added my NSSlider to the .nib file, so I had something to interact with,
without affecting the behavior of TextureRange.
letting the timer fire its events, while dragging sliders.
[ [ NSRunLoop currentRunLoop ]
addTimer:timer
forMode:NSEventTrackingRunLoopMode ];
With this config: 'client storage' + 'texture range' +
'rectangular texture' + 'shared' + '2 buffers' + '75 Hz'.
Now one can only dream about 75 FPS steady and lower CPU usage.
Thanks everybody :-)
--
Simon Strandgaard
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