I think the next step is to put the cutting-simulation, and (parts
of?) the OpenGL-window in a separate thread, so that the UI stays
responsive during play() and we actually see the cutting in progress.
Also I think the OpenGL-code is somehow not right, since it sometimes
takes 0.05s to run updateGL(), but sometimes up to 0.35s. I think we
want something where the cutting-simulation updates the stock-model in
one thread, and the openGL graphics sits in another thread which runs
often enough to keep the openGL view updated and "smooth".
Suggestions/examples/patterns are welcome!
Anders
I think the next step is to put the cutting-simulation, and (parts
of?) the OpenGL-window in a separate thread, so that the UI stays
responsive during play() and we actually see the cutting in progress.
Anders
Regards,