I’m starting to play with an openGL component, and I’m rendering way too many objects for the default refresh rate to be applicable. For example, it might take seconds between the start of a render and a stop, and I want to be able to look things over before the next refresh–possibly even manually refresh with a button. I found a clue in the documentation:
virtual void OpenGLComponent::startRenderThread ( ) [protected, virtual]
Kicks off a thread to start rendering.
The default implementation creates and manages an internal thread that tries to render at around 50fps, but this can be overloaded to create a custom thread.
However, when I looked into the default function, I didn’t find any variables set to 50 or reciprocals of 50 or anything like that.
Also, the default thread that is started is protected, so I couldn’t play around with starting it at a different value.
I suppose maybe I could avoid starting it to do this manually, but is there a way to control the time between updates explicitly?
Or maybe I would need to create my own thread to replace the protected one?
Any suggestions would be appreciated.