I am trying to find a solid method for being able to set exactly how many FPS I want my OpenGL application to render on screen. I can do it to some extent by sleeping for 1000/fps milliseconds but that doesn't take into account the time needed to render. Which is the most consistent way to limit fps to desired amount?
System Config > Display Settings > Frame Rate > select the 60 fps option.
Capping your framerate is especially beneficial to laptops or any other sort of mobile computers as it provides an excellent way to keep a laptop from eating its battery alive and also from burning a hole in your crotch. Keep in mind that capping your framerate isn't the same as using v-sync.
you can sync to vblank by using wglSwapIntervalEXT in opengl. its not nice code, but it does work.
http://www.gamedev.net/topic/360862-wglswapintervalext/#entry3371062
bool WGLExtensionSupported(const char *extension_name) {
PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglGetExtensionsStringEXT = NULL;
_wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)wglGetProcAddress("wglGetExtensionsStringEXT");
if (strstr(_wglGetExtensionsStringEXT(), extension_name) == NULL) {
return false;
}
return true;
}
and
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = NULL;
if (WGLExtensionSupported("WGL_EXT_swap_control"))
{
// Extension is supported, init pointers.
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
// this is another function from WGL_EXT_swap_control extension
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
}
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