Hmm, no, I didn’t think so.
My card is a Radeon9800, so perhaps background tasks are hurting me, yes
Also, I’m running it through Eclipse. I’ll have to kill as much as I can and see how it does then.
As for my fullscreen framerate, that was actually my next point of investigation last night. I have a bunch of objects (well, okay, they’re caterpillars), crawing along an undulating 2D landscape made of straight line segments. In their paint method, I call g.rotate(angle) … paint … g.rotate(-angle), to paint the caterpillars rotated to the angle of the line they’re currently on.
The totally weird thing is that if I have only one caterpillar, I get 60fps a lot of the time, until he hits particular line segments, and thus his angle is set to certain values (seemingly greater than 6 radians, and less than 0.5 radians). Then, with these angles, the framerate falls to more like 30-40fps (so when I have a bunch of caterpillars, the chances are the framerate stays low most of the time).
Even weirder - this still happens even if I don’t paint anything of the caterpillar, i.e.
g.translate(catx, caty);
g.rotate(angle);
// nothing here…
g.rotate(-angle);
g.translate(-catx, -caty);
Oh, and I’m calling g.rotate all over the place elsewhere in my game, and it seems to cope fine with all those cases - it’s just this one that causes the drop.
I realise that this is perhaps too weird to get a simple answer for. I’ll have to try to isolate it as a test case, but my concern is that maybe it’s happening only in combination with all the other stuff I’m painting - kind of a final-straw scenario.
Any wild speculation folks have would be appreciated anyway!
Cheers,
Ricky