You may encounter ViewSrv 11 problems when you design an "game loop". Because if you have long running synchronous operations, the active scheduler may not be able to run the Viewsrv active object.
In this case, you should leave the response time for the Viewsrv active object.
The below code is meant to be implemented in an main game loop, that is, a class derived from CActive.
// Drop 1 render frame in every 128, to avoid ViewSrv 11 problems:
if ((iFrameCounter & 0x007f) != 0x007f)
{
//render handle
}
iFrameCounter++;
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