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I think it should be easy to add a frameskip definition to the RenderLoop. If some frame takes too long to render, the RenderLoop just has to switch the canvas to a FrameSkipCanvas that ignores any rendering operations (clear(Backbuffer), putPixel,redraw, ...) and applies all other operations on the real canvas.
This might need some smart logic to avoid constant frameskipping (maybe setting a maxFrameskip instead of frameskip).
The text was updated successfully, but these errors were encountered:
I think it should be easy to add a
frameskip
definition to theRenderLoop
. If some frame takes too long to render, theRenderLoop
just has to switch the canvas to aFrameSkipCanvas
that ignores any rendering operations (clear(Backbuffer)
,putPixel
,redraw
, ...) and applies all other operations on the real canvas.This might need some smart logic to avoid constant frameskipping (maybe setting a
maxFrameskip
instead offrameskip
).The text was updated successfully, but these errors were encountered: