Monthly Archive for December, 2008

(Un)Timing Framework, part 2

This is not directly related to the timing problem described in the earlier post but it’s still relevant. It turns out, after an evening with some intense debug activity, that neither OpenGL or Direct3D is supported on any of my computers. The Direct3D problem is related to a bug that occurs on all Intel adapters. I haven’t figured out why OpenGL isn’t working but at least I know it’s not working. Always something. We are going to try to optimize the code enough for the application to run smooth on computers that are not accelerated

(Un)Timing Framework

We use Timing Framework a lot for our animations and it’s really a great framework but it’s not working on my new computer. What the ****. It’s a brand new laptop with lots of ram and a graphics card, we really expected our animations to be even smoother but no, that’s not what my computer wants.

The problem is easy. We create an Animator in the following way:

Animator animator = new Animator(1000, this);
// set some properties
animator.start();

We clock the animation from start to end and the total time  it takes to finish is somewhere between 3 och 6 seconds and NOT 1 second which it should be (param to constructor, 1000 milli seconds). How come? I don’t have a clue? Do you?

This is the kind of problem that I hate …

I will post more information as soon as I figure out whats wrong