Hi! I am making an extremely simple (two mesh) visualization on Windows and I was wondering if I could just call wglSwapInterval(1) and run everything as fast as possible. As long as I hit the 16ms budget, I am guaranteed not to drop any frames, right?
Related, I would like to measure my times like in X-Plane -- they have a statistic for CPU and GPU that gives millisecond counts. Is that as simple as timing my main game loop? Would my timer include the call to wglSwapInterval? That would include the blocking wait, right? Also, I don't really even know where to begin with measuring my GPU milliseconds. Is there a function for that in OpenGL or is it all driver-specific?
Thanks,
Nick