@CheeseHawk
That sounds like a boundary condition that is flip flopping/oscillating in the code
which causes the delay between the alogrithm selection and drawing, plus the
added horse power (frame rate robbing) that is done all the time that really is
needed only under certain conditions when employing the mesh switch.
The frame rate hit sounds like overkill, especially for those of us with older systems.
Again, how this kind of boundary condition is solved in electronics is setup and
hold time specs at edge sensitive devices. The old school way was LUT
instead of computational analysis physics on the fly, this made for quick
response times, but at the cost of more switch like boundary conditions.
Sounds like a coding problem that can be solved tho. Just a guess.
Last edited by AV8R_; 12-11-2011 at 07:33 PM.
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