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GeneralRe: Problem with image button Pin
vamsimohan213-Jul-07 23:58
vamsimohan213-Jul-07 23:58 
GeneralRe: Problem with image button Pin
J4amieC4-Jul-07 1:51
J4amieC4-Jul-07 1:51 
QuestionAnimation timing Pin
Jon Hulatt3-Jul-07 23:00
Jon Hulatt3-Jul-07 23:00 
AnswerRe: Animation timing Pin
Luc Pattyn4-Jul-07 0:56
sitebuilderLuc Pattyn4-Jul-07 0:56 
GeneralRe: Animation timing Pin
Jon Hulatt4-Jul-07 1:18
Jon Hulatt4-Jul-07 1:18 
GeneralRe: Animation timing Pin
Luc Pattyn4-Jul-07 1:26
sitebuilderLuc Pattyn4-Jul-07 1:26 
AnswerRe: Animation timing [modified] Pin
Jason Morley4-Jul-07 0:57
Jason Morley4-Jul-07 0:57 
AnswerRe: Animation timing [modified] Pin
gumi_r@msn.com4-Jul-07 22:27
gumi_r@msn.com4-Jul-07 22:27 
I think you should first factor in how complicated is the animation you are trying to execute.

Drawing in .NET is not the fastest solution by any means, and usually its as slow as you can get. So your issue might be more related to .NET's drawing performance more than to timing issues...when you demand high frame rates maybe .NET's drawing performance just can't keep up more than the message queue not processing the paint messages (as a matter of fact Invalidate messages skip the application queue and are processed immeadiately, so queueing is not the issue).

For any kind of serious animation I would rely on DirectX or OpenGL. NET Drawing namespace does and adequate job when it comes to what it was meant to do, but animation was not in the list IMHO.

hope this helps

P.D.1: First off, before plunging into new technology, I'd try optimising the code. Even if .NET is slow, it might be enough in your case but maybe your drawing routines are not coded well enough. Make sure you are disposing all disposable objects you "own" in your drawing implementation, you're releasing correctly any unmanaged resources you might be using, etc. Also check if maybe its worthwhile to cache any of objetcs you might be using and that way avoid creating and releasing them on every drawn frame, etc.

P.D.2: If you have to rely on some other solution then you dont have to plunge into 100% native code...check out Managed DirectX.





-- modified at 4:42 Thursday 5th July, 2007
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