Well, no problem. :) I overreacted a bit *g* However...
I drawed a Triangle and a Quad, both untextured. Then i turned off V-Sync in my driver settings and played a bit with different SDL_Delay() settings. With, without, 10 ms, 1ms, 0ms, ... Then only SDL_Delay() each 5, 10, 20 frames etc... (I know the note: Count on a delay granularity of at least 10 ms. Some platforms have shorter clock ticks but this is the most common.) :) Like i said, i got the best average FPS/CPU usage ratio with one SDL_Delay(1) call each 5 frames. If we/you want to use SDL_Framerate() as something like V-Sync, then it may be better to use the http://www.opengl.org/registry/specs/EXT/wgl_swap_control.txt extension. Thats why i asked if the current game logic depends on the framerate. (I can't imagine that, otherwise the game would slow-down and/or lab if the machine don't get constant 60 fps) - Kamaze Giel van Schijndel schrieb: > Kamaze schreef: >> Giel van Schijndel schrieb: >> >>> Erm, you do know that FPS means Frames Per Second right? It doesn't mean >>> Frames Per minuteS. In fact FPS = Hz really. >>> >> I'm not stupid. >> > Sorry didn't mean to offend you. I only just found out what an OpenGL > primitive meant. I previously assumed that you generated these FPS rates > with Warzone which I now realize must be wrong (unless you've got an > awsome super PC). Was just a reading error/misunderstanding on my part, > I apologize for that. > > > > ------------------------------------------------------------------------ > > _______________________________________________ > Warzone-dev mailing list > [email protected] > https://mail.gna.org/listinfo/warzone-dev _______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
