// // Draw Hud // void DrawHUD(void) { glLoadIdentity(); // change the matrix glMatrixMode(GL_PROJECTION); // current view glPushMatrix(); // Begin normal code // reset the matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (GLfloat)SCREEN_WIDTH / (GLfloat)SCREEN_HEIGHT, 0.1f, PERSPECTIVE_Z); glMatrixMode(GL_MODELVIEW); GetFramesPerSecond(); // get frames } // end of the function
std::string MainLoopTimer::GetFPS () { std::ostringstream stream; stream.setf(std::ios::fixed | std::ios::showpoint); stream.precision(1); stream << "fps: " << GetFramesPerSecond(); return stream.str(); }
// // Draw Hud // void DrawHUD(void) { glLoadIdentity(); // change the matrix glMatrixMode(GL_PROJECTION); // current view glPushMatrix(); #if ENABLE_HUD glDisable(GL_LIGHTING); // setup projectino for text glLoadIdentity(); glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0); // get rid of textured text glDisable(GL_TEXTURE_2D); // dont need depth test glDisable(GL_DEPTH_TEST); // draw variables glColor3f(1.0, 1.0, 0.0); glRasterPos2i(10, 48); PrintText("FPS: %0.2f", framerate); PrintGlobals(); glPopMatrix(); // end // reset the textures glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); #endif // Begin normal code // reset the matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (GLfloat)SCREEN_WIDTH / (GLfloat)SCREEN_HEIGHT, 0.1f, PERSPECTIVE_Z); glMatrixMode(GL_MODELVIEW); GetFramesPerSecond(); // get frames } // end of the function
double MarkersMotion::GetTimeStep() { // By inverting our frames per second, we obtain the time interval between // frames (in fractions of a second) return 1.0f/GetFramesPerSecond(); }