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authorAlon Zakai <alonzakai@gmail.com>2014-02-05 12:41:52 -0500
committerAlon Zakai <alonzakai@gmail.com>2014-02-05 12:41:52 -0500
commit9532e3875c691cc50efbee95475243eeb46e2552 (patch)
tree80391bccaad63ce3623c8ca0140529ba6795872a
parentdb8a8a991adc6057bf78f8d0cae4d6c7dfaa4bca (diff)
comment on emscripten_set_main_loop fps setting
-rw-r--r--system/include/emscripten/emscripten.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/system/include/emscripten/emscripten.h b/system/include/emscripten/emscripten.h
index 2fc82f50..eb5ded91 100644
--- a/system/include/emscripten/emscripten.h
+++ b/system/include/emscripten/emscripten.h
@@ -100,7 +100,13 @@ extern void emscripten_async_load_script(const char *script, void (*onload)(), v
* Set a C function as the main event loop. The JS environment
* will call that function at a specified number of frames per
* second. Setting 0 or a negative value as the fps will use
- * the browser's requestAnimationFrame mechanism.
+ * the browser's requestAnimationFrame mechanism. This is
+ * *HIGHLY* recommended if you are doing rendering, as
+ * the browser's requestAnimationFrame will make sure you
+ * render at a proper smooth rate that lines up with the
+ * the browser and monitor in a proper way. (If you do not
+ * render at all in your application, then you should pick a
+ * specific frame rate that makes sense for your code.)
*
* Pausing and resuming the main loop is useful if your app
* needs to perform some synchronous operation, for example