On Jan 20, 2006, at 4:51 PM, Michael Diehr wrote:
Right, but the article gives guidance on the good and bad
practices, and I'm wondering if there are any tips that users
should be aware of, since RB doesn't handle everything for us.
You don't have to do anything.
I've designed some nice pretty user interfaces using RB that look
great under OS X, but look god awful under XP because of the lack
of double-buffering, so it's a concern.
The lack of double-buffering on Windows is a concern for your Mac OS
X app? I don't follow that.
My reading of the technote suggests that, under 10.4.4, the window
backing store buffer may not always flush to the screen when we
expect it to (or ask it to?).
Right. If you're drawing faster than the display can update, then it
simply won't let you flush to the buffer because it can cause
tearing. This syncing to the display refresh rate isn't a concern.
The real question is how the "Extended Drawing Interval" adversely
affect your app's performance...
Anyone out there have any realbasic programs that do a lot of
window updating, and care to comment on whether the performance or
CPU usage has changed with 10.4.4?
If you're writing just a plain-Jane application, you won't notice the
difference. If you're doing a game, you may.
If your OpenGL game is running in a window (for example), place
another application's window in front/on top of the game and the
frame rate in the game drops considerably. (If the window isn't on
top of the context, your game will run at 90 or even a hundred FPS -
No limit - but the buffer is drawn into [composited by the window
server] only 60 times per second.) This only occurs with coalescing
turned on. If it's off, your game will run at full speed regardless.
The reason behind this isn't clear to me and seems unexplained by the
technote.
Seth Willits
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Freak Software - http://www.freaksw.com/
ResExcellence - http://www.resexcellence.com/realbasic/
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