Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
But isn't that what I was already doing with the / ticksPerMs ?
Update: Wait. I think I know what my problem is...let me try something...
Update2: Well I've got it working now using an elapsedTime variable which does the trick (tested it in a console application) but it does not work for the render method, even with vsync on. Update loop limiting at least works.
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#8lipsryme
Posted 23 November 2012 - 10:40 AM
Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
But isn't that what I was already doing with the / ticksPerMs ?
Update: Wait. I think I know what my problem is...let me try something...
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
But isn't that what I was already doing with the / ticksPerMs ?
Update: Wait. I think I know what my problem is...let me try something...
#7lipsryme
Posted 23 November 2012 - 09:06 AM
Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
But isn't that what I was already doing with the / ticksPerMs ?
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
But isn't that what I was already doing with the / ticksPerMs ?
#6lipsryme
Posted 23 November 2012 - 09:06 AM
Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
Which is probably not the correct time the frame takes but the actual value frameTime has now.
So that would basically be my ticks per frame or am I wrong ?.
And the only thing to do now would be to convert this to milliseconds ?
#5lipsryme
Posted 23 November 2012 - 08:30 AM
Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
#4lipsryme
Posted 23 November 2012 - 08:28 AM
Hmm if I do that I'm getting locked (or rather not locked) to around 21000ms per frame.
Which is probably not the correct time the frame takes but the actual value frameTime has now.
Which is probably not the correct time the frame takes but the actual value frameTime has now.