Re: OpenGL Vertical Syncing effect on run loops

2015-09-26 Thread Jerry Krinock
On 2015 Sep 22, at 19:51, Greg Parker wrote: > But at some point the timer callback will provoke an OpenGL buffer swap, and > that will block until the next retrace when vertical synchronization is > enabled. The gated buffer swap inside the timer callback is the

Re: OpenGL Vertical Syncing effect on run loops

2015-09-23 Thread Michael David Crawford
My Warp Life implementation of Conway's Game of Life updates its model - a square grid of bits - up to 8,000 times per second, but invalidates the display with a display link. It works really well and results in a frame rate far faster than the refresh rate but with smooth animation. I was

OpenGL Vertical Syncing effect on run loops

2015-09-22 Thread Jerry Krinock
In Apple document QA1385, in Listing 2, describing how to drive OpenGL Rendering Loops 10 years ago, an NSTimer, repeating every 1 millisecond, is added to an app’s run loop [1]. Referring to this timer, the text says that: "When vertical synchronization is enabled in your OpenGL application,

Re: OpenGL Vertical Syncing effect on run loops

2015-09-22 Thread Greg Parker
> On Sep 22, 2015, at 6:56 PM, Jerry Krinock wrote: > > In Apple document QA1385, in Listing 2, describing how to drive OpenGL > Rendering Loops 10 years ago, an NSTimer, repeating every 1 millisecond, is > added to an app’s run loop [1]. Just to be clear: don't do that.