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#1 Morgan   Members   -  Reputation: 122

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Posted 26 April 2000 - 03:43 AM

What is the best method for doing counters/timers? I personally do mine by dividing a counter (how much something is done each second) by my fps, but even on my crappy RagePro I can often pull over 100fps which can cause my GLfloats to get too small and no longer work at all. I don''t really want to waste memory using GLdoubles. I was thinking of using a timer which is just called when the specific amount of time has passed, but this won''t work for my physics routines. suggestions? Morgan

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#2 ga   Members   -  Reputation: 126

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Posted 27 April 2000 - 04:18 AM

If you work with win32, make a multimedia timer with timeSetEvent(delay_in_milliseconds,precision_in_milliseconds,pointer_to_callback_function,argument_passed_to_callback_function,TIME_PERIODIC/TIME_CALLBACK_FUNCTION);

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#3 Morgan   Members   -  Reputation: 122

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Posted 28 April 2000 - 03:59 PM

Yeah, That works for some stuff. But, when I''m doing all my physics crap I need it to calculate for each frame rendered, so I guess my real question is: How do I keep my GLfloats from dropping out on me when they get too small? Why don''t they ever default to zero?

Morgan




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