Counters

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1 comment, last by Morgan 23 years, 11 months ago
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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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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GA
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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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