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cppcdr

Problem with FPS in fullscreen...

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I am having some trouble with my FPS counter in fullscreen mode... In Windowed, it works. Here is my code:
void Timer::Update () 
{
	if (m_blnPerf_flag) 
		QueryPerformanceCounter ((LARGE_INTEGER *) &m_nCur_time); 
	else 
		m_nCur_time = timeGetTime (); 
   
	m_fTime_elapsed = (m_nCur_time - m_nLast_time) * m_fTime_scale;
	m_nLast_time = m_nCur_time;
	
	m_fClock += (m_fTime_elapsed * m_fFactor);
	if (m_fClock >= 1.0f) 
	{
		m_nSeconds++;
		m_fClock = 0.0f;
	}
	if (m_nSeconds >= 60) 
	{
		m_nMinutes++;
		m_nSeconds = 0;
	}
	if (m_nMinutes >= 60) 
	{
		m_nHours++;
		m_nMinutes = 0;
	}
	if (m_nHours >= 24)
		m_nHours = 0;

	m_fStamp = 0.0f;
	m_fStamp += m_fClock;
	m_fStamp += m_nSeconds;
	m_fStamp += m_nMinutes * 100; 
	m_fStamp += m_nHours * 10000;
}

Thanks in advance!

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What is m_nCur_time declared as? If it's less than 8 bytes, you're getting undefined behaviour by casting it to a LARGE_INTEGER

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LONGLONG m_nCur_time;

It doesn't work because it always returns 1 when I do 1/m_fTime_elapsed.

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Quote:
Original post by cppcdr
Anyone know why the code would work in windowed mode and not in fullscreen?
All I can guess is your FPS is higher, and you're having precision issues. Are you using timeGetTime() or QueryPerformanceCounter()? If you get too high a FPS, timeGetTime() will say that 0ms have elapsed since the last frame, which will probably cause problems.

Quote:
Original post by cppcdr
LONGLONG m_nCur_time;

It doesn't work because it always returns 1 when I do 1/m_fTime_elapsed.
Then what is the value of m_fTime_elapsed? 1.0f? And what is m_fTime_scale set to?

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I have checked my FPS with an external FPS counter and it gives me the same value when I am in windowed mode as my FPS counter (~250). When I go to windowed mode, my FPS counter marks 1, and the other counter (the one that I didn't make) says 300.

m_fTime_scale is a variable that I use to slow down time or speed it up. I find it is an easy way to modify the speed of my game. If I set it lower than 1.0f, it slows down, and if I set it higher, it speeds-up.

As for the m_fTime_elapsed, I don't know. I try to run the debugging in fullscreen but my computer refuses to do it...
When I do my debugging, it is in windowed mode...

How do I debug in fullscreen?

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OOPS! I made a mistake!

m_fTime_scale is the clock frequency.
m_fFactor is the time scale factor.

Humm...mayby I should rename the variables...

Anyway, is there any reason that it should be diffrent in fullscreen or in windowed?

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