Jump to content
  • Advertisement
Sign in to follow this  
pavel989

OpenGL how can capping fps improve apps?

This topic is 3671 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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"

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!