[英]Clamping FPS with gettimeofday
I'm trying to clamp my game loop to a specific FPS by employing gettimeofday. 我试图通过使用gettimeofday将游戏循环限制在特定的FPS上。 It's a very rudimentary game, so it keeps chewing up all my processing power.
这是一个非常基本的游戏,因此它不断消耗着我所有的处理能力。
Regardless of how low I set my FRAMES_PER_SECOND, it continues to try to run as fast as possible. 无论我将FRAMES_PER_SECOND设置为多低,它都会继续尝试以最快的速度运行。
I got a pretty good handle on what deWiTTERS has to say about game loops, but am using gettimeofday instead of GetTickCount b/c I'm on a Mac. 我对deWiTTERS关于游戏循环的说法有很好的了解,但是我使用的是gettimeofday而不是Mac上的GetTickCount b / c。
Also, I'm running OSX and using C++, GLUT. 另外,我正在运行OSX并使用C ++,GLUT。
This is what my main looks like: 这是我的主要样子:
int main (int argc, char **argv)
{
while (true)
{
timeval t1, t2;
double elapsedTime;
gettimeofday(&t1, NULL); // start timer
const int FRAMES_PER_SECOND = 30;
const int SKIP_TICKS = 1000 / FRAMES_PER_SECOND;
double next_game_tick = elapsedTime;
int sleep_time = 0;
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize (windowWidth, windowHeight);
glutInitWindowPosition (100, 100);
glutCreateWindow ("A basic OpenGL Window");
glutDisplayFunc (display);
glutIdleFunc (idle);
glutReshapeFunc (reshape);
glutPassiveMotionFunc(mouseMovement); //check for mouse movement
glutMouseFunc(buttonPress); //check for button press
gettimeofday(&t2, NULL); // stop timer after one full loop
elapsedTime = (t2.tv_sec - t1.tv_sec) * 1000.0; // compute sec to ms
elapsedTime += (t2.tv_usec - t1.tv_usec) / 1000.0; // compute us to ms
next_game_tick += SKIP_TICKS;
sleep_time = next_game_tick - elapsedTime;
if( sleep_time >= 0 )
{
sleep( sleep_time );
}
glutMainLoop ();
}
}
I've tried placing my gettimeofday and sleep functions in multiple locations, but I can't seem to find the sweet spot for them (given that my code is even correct). 我试图将我的gettimeofday和sleep函数放置在多个位置,但是我似乎找不到它们的最佳选择(假设我的代码正确)。
That will only ever get called once. 那只会被调用一次。 You need to put the FPS logic inside the display function I believe because glutMainLoop will never return.
我相信您需要将FPS逻辑放入显示函数中,因为glutMainLoop永远不会返回。 (which also means your while loop is not needed. )
(这也意味着不需要您的while循环。)
edit: or more likely it should go inside your idle function. 编辑:或更可能它应该在您的空闲函数内。 It has been awhile since I have used glut.
自从我使用过剩食品以来已经有一段时间了。
glutMainLoop()
: glutMainLoop()
:
glutMainLoop
enters the GLUT event processing loop.glutMainLoop
进入GLUT事件处理循环。 This routine should be called at most once in a GLUT program.该例程在GLUT程序中最多应调用一次。 Once called, this routine will never return .
一旦调用, 该例程将永远不会返回 。 It will call as necessary any callbacks that have been registered.
它将在必要时调用已注册的任何回调。
从elapsed_time
初始化next_game_tick
,您还没有初始化elapsed_time
。
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