zauron
05-13-2002, 12:31 PM
is this a good way of finding out my fps?
if not can u point me in the right direction?
/* called duriong initialization(sp) */
bool initTimer(){
QueryPerformanceCounter (&ClockStart);
QueryPerformanceFrequency(&ClockFreq);
return true;
}
/* fps **** */
QueryPerformanceCounter(&ClockStart);
/* drawing */
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
/* updating logic */
logic();
/* fps **** */
QueryPerformanceCounter(&ClockFinish);
ElapsedTime = ( (double) ClockFinish.QuadPart - (double) ClockStart.QuadPart ) / ClockFreq.QuadPart;
fps = 1.0f / float(ElapsedTime);
sprintf(buffer, "Fps %f", fps);
SetWindowText(hWnd, buffer);
if not can u point me in the right direction?
/* called duriong initialization(sp) */
bool initTimer(){
QueryPerformanceCounter (&ClockStart);
QueryPerformanceFrequency(&ClockFreq);
return true;
}
/* fps **** */
QueryPerformanceCounter(&ClockStart);
/* drawing */
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
/* updating logic */
logic();
/* fps **** */
QueryPerformanceCounter(&ClockFinish);
ElapsedTime = ( (double) ClockFinish.QuadPart - (double) ClockStart.QuadPart ) / ClockFreq.QuadPart;
fps = 1.0f / float(ElapsedTime);
sprintf(buffer, "Fps %f", fps);
SetWindowText(hWnd, buffer);