better fps computation

This commit is contained in:
Brian Paul
2000-09-12 17:38:22 +00:00
parent 82cfcfa63a
commit 4df1f7c7ba

View File

@@ -27,7 +27,8 @@ static int fullscreen = 1;
static int WIDTH = 640;
static int HEIGHT = 480;
#define FRAME 50
static GLint T0 = 0;
static GLint Frames = 0;
#define NUMBLOC 5
@@ -366,8 +367,7 @@ dojoy(void)
static void
draw(void)
{
static int count = 0;
static char frbuf[80];
static char frbuf[80] = "";
int i;
float fr, base, offset;
@@ -416,11 +416,6 @@ draw(void)
glPopMatrix();
glPopMatrix();
if ((count % FRAME) == 0) {
fr = gettime();
sprintf(frbuf, "Frame rate: %f", FRAME / fr);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_FOG);
glShadeModel(GL_FLAT);
@@ -449,7 +444,18 @@ draw(void)
glutSwapBuffers();
count++;
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 2000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
sprintf(frbuf, "Frame rate: %f", fps);
T0 = t;
Frames = 0;
}
}
}
int