hmmmm...but i am seeing the processor pegged, just by going into Play With Me 7. this is before i execute any commands, so Squeak-Alice shouldn't be *doing* anything. so you are saying that as long as the camera is on, S-A is rendering? interesting...
Yup. S-A is time based, so as soon as you enter a project with a Wonderland it starts incrementing its clock. And until I work my way around to putting in the hooks to notify the renderer whether or not anything has changed in the visual field it assumes it needs to render every frame.
For the curious, you can execute/print:
scheduler getFPS
to find out what frame rate you're currently getting.
You can also execute/print:
scheduler getTime
to find out the current time in a Wonderland.
For the truly curious, you can also set Alarms in Wonderlands. There are two ways of doing this:
1) Alarm do: [ bunny turn: left ] at: 1000.
(The bunny will turn left 1000 seconds after you created the Wonderland)
2) Alarm do: [ bunny roll: left ] in: 10.
(The bunny will roll left 10 seconds after you execute this line)
If for some reason you can't live with Squeak-Alice using as much of your CPU has it can get, look at WonderlandCameraMorph->stepping->stepTime and change the value to something larger than 1. However, this will put a ceiling on your frame rate, and the surgeon general has determined that working with interactive 3D graphics at a frame rate below 10 fps is incredibly aggravating and prone to shorten your life out of sheer frustration.
Besides, your CPU has been needing a good workout, hasn't it? =)
Jeff