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OpenGL how can capping fps improve apps?

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hey, I have a rather simple application where you can drag the vertices of a triangle, and the top, it tells the distance in pixels from vertex to vertex. I might add more stuff later (im still learning C++ and opengl) anyways, it was running fine, then i changed my code up, added a few more GL_points, nothing big. all of the sudden my app starts running extremely laggy. I figured i must've been incorrectly typecasting, or trying to put too many chars into an array (have had that problem before) but i couldnt find anything. then i added and fps cap:http://nehe.gamedev.net/data/articles/article.asp?article=17 and it started running better. but still somewhat laggy. so now im still searching for the culprit, and trying to understand why that fps code improved it. specifically, i did not use the third one, the "small function"

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