stupid timer (i took my moron pills today)
I just don't seem to be able to think this afternoon. I'm sure it's just an order problem, but if you could take a look at my function and point me towards a solution it would be gratefully recieved
The problem is that once started, the FPS display counter slowly decreases.
the timer is initialised as follows:
next_time = timeGetTime();
next_time += 1000;
my updateFPS function is called just before my render routine in the main program loop.
void UpdateFPS()
{
current_time = timeGetTime();
if (current_time >= next_time){
//fpsdisplay is converted to a string
//and rendered in my render function
FPSdisplay = FPScount
FPScount=0;
next_time = current_time;
next_time += 1000;
}
else{
FPScount++;
}
}
there's the code, it's very simple so i'm just being a moron today.
Thanks;
Prairie
Edited by - Prairie on January 12, 2001 3:25:44 PM
Edited by - Prairie on January 12, 2001 3:26:29 PM
Is it impossible that it actually is slowing down?
Nope, your code is crap =) I made the same mistake when I first started fiddling with timers.
When you calculate the time to sleep, you need to sub off this cycles time.
SleepTime=1000;
while(....)
Sleep(SleepTime);
now = timeGetTime();
Elapsed = prevTime - now;
prevtime=now;
SleepTime = 1000 - Elapsed; //if it's negative the computer is too slow
Edited by - Magmai Kai Holmlor on January 12, 2001 7:51:17 PM
Nope, your code is crap =) I made the same mistake when I first started fiddling with timers.
When you calculate the time to sleep, you need to sub off this cycles time.
SleepTime=1000;
while(....)
Sleep(SleepTime);
now = timeGetTime();
Elapsed = prevTime - now;
prevtime=now;
SleepTime = 1000 - Elapsed; //if it's negative the computer is too slow
Edited by - Magmai Kai Holmlor on January 12, 2001 7:51:17 PM
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
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