Sorry, forgot to answer here. I've been trying to do different things at the same time lol, I'm not a great multitasker.Just to clarify: the skin itself will in this case update and redraw every 25 ms, it's only the measures and meters on which DefaultUpdateDivider=40 acts on that will be updated every 1000 ms. So, when the animation happens, the skin redraw will more or less coincide with the redraw of the animation at every 25 ms (depending on whether you let the animation use the regular skin update for the animation, or you perform the animation redraw manually), and when the animation is stopped, the skin will as well redraw every 25 ms except that since there's no visual change in the skin then, no significant resource consumption will occur.
Basically, Update=25 and DefaultUpdateDivider=40 is not the same as Update=1000 in terms of regular skin redraws, albeit the practical effect will be close to being similar when no animation occurs. In terms of measure and meter updates however, Update=25 and DefaultUpdateDivider=40 will be exactly as having Update=1000.
Bottom line, a larger Update is indeed the least expensive choice in terms of skin redraws, but an equivalent small Update coupled with a DefaultUpdateDivider is the closest less expensive choice in that regard. Their precise similarity is only true in terms of measure / meter updates, not in terms of skin redraws. At least based on what the manual says about the Update option (which always involves redrawing the skin).
I haven't done much testing on this because it's an idea I have for the future, however I believe it'll work. I tried the update and defaultupdatedivider and it seems like it behaves ok, so yeah, I'll do that. Thanks for the explanation. I was worried because I'm using a rotation matrix on a 4K image and setting the skin to a low update makes the skin too cpu intensive but looks fine if I use the defaultupdatedivider.
Statistics: Posted by RicardoTM — Today, 3:55 pm