@sdaau wrote:
I have a function in my ofApp which loads some stuff from disk, and performs some initializations. In doing so, it completely hogs the default
draw()
method for about 5-10 second, which I've confirmed with:void ofApp::draw() { ofLogNotice() << " draw! "; ... }
Basically, no message is output during while initialization function does its stuff and hogs the rest.
I am aware that this should probably be solved somehow using threads, but for now, I'd just like to draw a line on screen, to indicate something is happening. Initially I would have added an
ofDrawLine
in thedraw()
method, but since it doesn't run while hogging, it doesn't help me with much. So, I thought of insertingofDrawLine
directly in my function that inits (and hogs):void ofApp::LoadAndInit() { ofSetColor(ofColor::green); ofSetLineWidth(3); ofDrawLine(50, 50, -50, -50); // start indication // do hog stuff part 1 ofDrawLine(60, 60, -60, -60); // do hog stuff part 2 .... }
I would have expected the lines to overlap with the last rendered image (as the full
draw()
is not called, and the rendering process would not clear the window) - however, I am not having anything shown at all.Is there anything I could do (maybe call some function), so that the
ofDrawLine
is forced to draw from this function - regardless if it is not called from the actualdraw()
? I tried usingevents().notifyDraw();
after theofDrawLine
, but unfortunately I still cannot see any of these lines drawn...
Posts: 2
Participants: 2