예제 #1
0
	void Paint()
	{
		/* We load songs much faster than we draw frames. Cap the draw rate,
		 * so we don't slow down the reload. */
		if( m_LastDraw.PeekDeltaTime() < 1.0f/DrawFrameRate )
			return;
		m_LastDraw.GetDeltaTime();

		SCREENMAN->Draw();
	}
예제 #2
0
void RageDisplay::ProcessStatsOnFlip()
{
	g_iFramesRenderedSinceLastCheck++;
	g_iFramesRenderedSinceLastReset++;

	if( g_LastCheckTimer.PeekDeltaTime() >= 1.0f )	// update stats every 1 sec.
	{
		g_LastCheckTimer.GetDeltaTime();
		g_iNumChecksSinceLastReset++;
		g_iFPS = g_iFramesRenderedSinceLastCheck;
		g_iCFPS = g_iFramesRenderedSinceLastReset / g_iNumChecksSinceLastReset;
		g_iVPF = g_iVertsRenderedSinceLastCheck / g_iFPS;
		g_iFramesRenderedSinceLastCheck = g_iVertsRenderedSinceLastCheck = 0;
		if( LOG_FPS )
			LOG->Trace( "FPS: %d, CFPS %d, VPF: %d", g_iFPS, g_iCFPS, g_iVPF );
	}
}
예제 #3
0
void RageDisplay::ProcessStatsOnFlip()
{
	g_iFramesRenderedSinceLastCheck++;
	g_iFramesRenderedSinceLastReset++;

	if( g_LastCheckTimer.PeekDeltaTime() >= 1.0f )	// update stats every 1 sec.
	{
		float fActualTime = g_LastCheckTimer.GetDeltaTime();
		g_iNumChecksSinceLastReset++;
		g_iFPS = lrintf( g_iFramesRenderedSinceLastCheck / fActualTime );
		g_iCFPS = g_iFramesRenderedSinceLastReset / g_iNumChecksSinceLastReset;
		g_iCFPS = lrintf( g_iCFPS / fActualTime );
		g_iVPF = g_iVertsRenderedSinceLastCheck / g_iFramesRenderedSinceLastCheck;
		g_iFramesRenderedSinceLastCheck = g_iVertsRenderedSinceLastCheck = 0;
		if( LOG_FPS )
		{
			RString sStats = GetStats();
			sStats.Replace( "\n", ", " );
			LOG->Trace( "%s", sStats.c_str() );
		}
	}
}