@McCloudStrife @nothings @g_truc ... although I'm not even sure if it does that, because you don't know how many frames the GPU buffers...
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Replying to @cmuratori
@McCloudStrife@nothings@g_truc ie., until I look at this more closely I'm not sure if it could even say which OpenGL commands were where.3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@McCloudStrife@nothings Are you concerned by real-time rendering sync with sound? Or video playback with sound?1 reply 0 retweets 0 likes -
Replying to @g_truc
@g_truc@McCloudStrife@nothings Both. OpenGL synchronized with sound, which will do those two things.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@g_truc@McCloudStrife@nothings You just need some way of having SwapBuffers et al know what sound is also supposed to be playing there.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@g_truc@nothings Doesn't CVDisplayLink give you timing info in the callback?1 reply 0 retweets 0 likes -
Replying to @McCloudStrife
@McCloudStrife@g_truc@nothings But you don't know what frame the GPU is going to display. GPUs are pipelined.3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@g_truc@nothings CVDisplayLink tells you what time is it _now_ and when _in the future_ will this frame be output.1 reply 0 retweets 0 likes -
Replying to @McCloudStrife
@McCloudStrife@g_truc@nothings So, is the idea that all OpenGL calls inside a CVDisplayLinkOutputCallback go to that frame, I guess?1 reply 0 retweets 0 likes -
@McCloudStrife @g_truc @nothings That is pretty excellent, then, compared to what is available elsewhere I think...
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Replying to @cmuratori
@McCloudStrife@g_truc@nothings Of course I would have to try it to be sure...0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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