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Re: draw speed

 

> Also strange : sometimes it seems that the refresh rate of digits in the 
> time part is uncoupled with the refresh rate of the QGL window (you can 
> see the number of iterations iterating very fast, while the rendering 
> display only few frames per sec.). And sometimes they look coupled (you 
> have time to read all the digits because not all number of iterations 
> will be displayed it makes like 10, 67, 124, 413...).

Since AFAIK display and controller updater run in different threads, I 
would guess this is a matter of thread management on the system level.

I just added iterations/sec display to the controller (in SVN) and 
whether display and/or iteration counter is sloppy, it doesn't make much 
difference on iterations/sec.

And for the play button: the graphical one (under simulation) and the 
">" one (under display) get eventually to the same callback. So far for 
their equality. They both call Omega::startSimulationLoop() which does 
nothing if the simulation thread is running. Then, it calls 
"startTimer(refreshTime);" (SimulationController.cpp:304) in all cases, 
but I am unable to find where startTimer is defined. That might be the 
reason...

Vaclav
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