The pacer counted only its own frames, so the client's 30 came on top (60 gave
about 80), and it added no frames at all when the rate was out of reach. It now
asks for a window's next frame once the interval since its last frame began has
passed, and the client has had a third of a frame's time idle: all frames
within the rate, and as many as the client can draw when it can't reach it.
The engine's stats also break a frame's time down: sending to the renderer
process, bytes sent, buffer updates.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
While the renderer process runs, the adapter makes the client's render targets
itself and the renderer process draws frames into them: texture targets are
drawn with like any texture, and a pixmap target's frame is read back through
the channel into its Pixmap (protocol version 4: BeginFrame names its target,
CreateRenderTarget, Channel::readSize and the -read event). Frames into render
targets are drawn even while the window is hidden.
The client uses pixmap targets for snapshots (outfit pictures, photos), checked
to look right. The render target interfaces are declared from IMVU's vtables.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The adapter records everything the client draws (state, transforms, lights, fog, textures and buffers) as a command stream, sent in chunks through the shared memory channel, while IMVU's Direct3D renderer still draws the whole view. The renderer process draws it with Diligent, with shaders reproducing IMVU's Direct3D 9 fixed-function setup, over the right half of the 3D view to compare. It skips to the newest frame when it falls behind, and logs its errors and frame times.
Co-Authored-By: Claude Opus 5.5 <[email protected]>