View Full Version : Delay?

Rana M. Aadil Imdad
11-21-2007, 11:04 AM
I am simulating projectile motion in OpenGL. the problem that I am having is that I want to insert a delay between the plotting of points so that I can see the projectile moving from one point to another. I have inserted a delay using a sleep function of my own. But the problem that I am getting in this sleep function is that the output window is shown to me when all the points get plotted, it only shows me the final output. I am writing the codes of sleep() and point plotting piece so that if anyone here can help me in simulating the projectile motion by inserting some delays in between two points.

//Code for plotting points of projectile motion. This code is in the display() routine.

vo = 60;
theta = 70;

thetar = (pi/180) * theta;

vox = vo * cos(thetar);
voy = vo * sin(thetar);

t = (0.0 - voy)/(-9.8);

dx = vox * t;
dy = voy * t + (0.5)*(-9.8)*(t * t);

total_t = 2 * t;

for(i = 0; i <= total_t; i = i + 0.1)
dx = vox * i;
dy = voy * i + (0.5)*(-9.8)*(i * i);

glColor3f (0.0, 1.0, 0.0); //(red, green, blue)


glBegin(GL_POINTS); // Center is at the mid of main window due to glOrtho()
glVertex2f(dx, dy);

//Sleep() Routine

void sleep()
int i, j;

for(i = 0; i < 1000; i++)
for(j = 0; j < 1000; j++);


There is no error in the above code. The only thing I want is the delay between plotting of two points of the projectile. If anyone can help me.

11-21-2007, 11:27 AM
Well well.
The ugly simple way would be to draw to the front buffer, and do glFlush() after each point to be sure.


Call this once, before rendering :

The real solution is to split your physics code and rendering code.
Currently you have :
+ loop
++ compute one point
++ sleep
++ draw one point

swapbuffers somewhere.

So you only see the end result.

You should go for :

- compute one point
- draw one point

To see each intermediary result.

And btw, your sleep is bad :)