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 rate-limiting
> factor, not a
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 puzzle
> 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. Use CVDisplayLink.
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, d