Firing an event costs so much FPS?

Forum for general chit-chat or off-topic discussion.

Moderators: CEGUI MVP, CEGUI Team

lcy03406
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Fri Apr 24, 2009 01:18

Firing an event costs so much FPS?

Postby lcy03406 » Tue Oct 20, 2009 01:09

Hi, after commeting out onRenderingStarted and onRenderingEnded in Window::bufferGeometry(), I find the FPS increased from 33 to 60. I know only the windows really need redraw will bufferGeometry and fire these events. There are several windows update in every frame, but not too many. And there is not any handler functions connected to these events. Why does the events cost so much?

LCY.

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Re: Firing an event costs so much FPS?

Postby CrazyEddie » Tue Oct 20, 2009 08:46

lcy03406 wrote:Why does the events cost so much?


Who knows?!

CE

lcy03406
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Fri Apr 24, 2009 01:18

Re: Firing an event costs so much FPS?

Postby lcy03406 » Tue Oct 20, 2009 08:53

:shock:

User avatar
DtD
Just popping in
Just popping in
Posts: 14
Joined: Fri Oct 09, 2009 18:54
Location: Kansas, United States
Contact:

Re: Firing an event costs so much FPS?

Postby DtD » Tue Nov 17, 2009 00:15

It might be worth while to go down the stack and see what CEGUI is doing internally with those. See if some optimizations can be made.

~DtD


Return to “Offtopic Discussion”

Who is online

Users browsing this forum: No registered users and 8 guests