But signalRenderingDone() is not called at any place and then isVsyncAvailable() is always true and TouchGFX renders as fast as it can instead once per VSync Interrupt.
@Mayank Why should a timer be a good solution (the other solution work just fine)? The timer solution lacks any synchronisation with TFT vsinc interrupts and therefore it will produce visible artefacts if you have animations.
but OSWrappers::waitForVSync() will be not more called, touchgfx_taskEntry() now calls isVSyncAvailable() instead.void touchgfx_taskEntry()
{
/*
* Main event loop will check for VSYNC signal, and then process next frame.
*
* Note This function...
If depend on your strategy what should happen if you use to much rendering time. If you call this function as early than possible, then the next refresh will be done direct after the end of the last one and you could maybe stay in sync (if you use ti...
@moredatalesscenter after the update the TouchGFX does not wait anymore for VSYNC Interrupts, so it tries to do as many updates as it can. Thats the cause you see the CPU usage increase.In fact the vsync_sem gets set in in the interrupt, but never ...