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
Counters
Started by Morgan, Apr 26 2000 03:43 AM
2 replies to this topic
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#2 Members - Reputation: 126
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 Members - Reputation: 122
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
Morgan






