Hi Dirk, thanks for the replies...

well, as the problem occurs only in window, some frame time count might not
be applying a minimum value check leading to some zero division when frame
rate is too high .. Is there a possibility of you to put a minimum non-zero
value check there?

Thanks

Pablo

On Tue, Mar 24, 2009 at 4:41 PM, Pablo Carneiro Elias
<[email protected]>wrote:

> Hi Dirk, sorry for the delay...
>
> I've already tried to use %f... but it doesn work.. a strange value appear,
> something like 0.00001 .
>
> Thanks.
>
> Pablo
>
>
> On Sat, Mar 21, 2009 at 2:14 PM, Dirk Reiners <[email protected]>wrote:
>
>>
>>        Hi Pablo,
>>
>> Pablo Carneiro Elias wrote:
>> > Hi all... I have a chunk of code used to display FPS statistics:
>> >
>> > sf->addElement( OSG::RenderAction::statDrawTime,         "FPS: %r" );
>> >
>> > It works fine under linux, but under window it gets crazy when big FPS
>> > values occurs.  If I navigate to some part of the scene with no object,
>> the
>> > FPS time gets too high under due to frustum culling. Under linux the
>> high
>> > FPS value is shown normaly, but under windows it seems to overflow and a
>> > strange value is shown, something like
>> > 10000000000000000000000000000000000000000000000000000000000000000000 (a
>> lot
>> > of 0s).
>> >
>> > I've found out that the %r format is an OpenSG custom format to show
>> time
>> > values, so it should work with statDrawTime.
>> >
>> > Any clue?
>>
>> Can you try using the regular %f format? The only thing I can think of
>> is that the time goes to 0, and then the division by time that %r does
>> goes to infinity.
>>
>> If that's the case we need to look into the timer granularity, maybe we
>> need to switch to a different timer to avoid this problem.
>>
>> Yours
>>
>>        Dirk
>>
>>
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