26 Oct
2010
26 Oct
'10
7:23 a.m.
On 26/10/10 01:26, Dan Kegel wrote:
The game runs a secondary timing thread with THREAD_PRIORITY_TIME_CRITICAL, where it simply sleeps for 16ms and sends events to the main thread to tell it that a new frame is needed. On Linux the necessary timing accuracy is not available, so it wavers between 16ms and 20ms.
I thought TICKLESS did away with the timer resolution issues. Also, I'm not aware of any easy high frequency timers in Windows. Which API does it use? Shachar -- Shachar Shemesh Lingnu Open Source Consulting Ltd. http://www.lingnu.com