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