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(); }
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 ); } }
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() ); } } }