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Ignore:
Timestamp:
Jun 23, 2008, 9:12:59 PM (17 years ago)
Author:
rgrieder
Message:
  • rewrote the time measure in the main loop frame smoothing is gone for good and the fps display updates faster
  • changed "render time ratio" to "tick time in ms" which represents the time necessary to tick() one frame that's saying a lot more to me
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/hud/src/orxonox/GraphicsEngine.h

    r1618 r1621  
    7272            int getWindowHeight() const;
    7373            float getWindowAspectRatio() const;
    74             float getAverageFPS() const
    75             { if (renderWindow_) return this->renderWindow_->getAverageFPS(); else return 0.0f; }
    76             float getAverageRTR() const { return this->renderTimeRatio_; }
    77             void setAverageRTR(float rtr) { this->renderTimeRatio_ = rtr; }
     74            float getAverageFramesPerSecond() const { return this->avgFramesPerSecond_; }
     75            float getAverageTickTime() const { return this->avgTickTime_; }
     76            void setAverageTickTime(float tickTime) { this->avgTickTime_ = tickTime; }
     77            void setAverageFramesPerSecond(float fps) { this->avgFramesPerSecond_ = fps; }
    7878
    7979            void setWindowActivity(bool activity)
     
    113113            int                 ogreLogLevelCritical_;  //!< Corresponding Orxonx debug level for LL_CRITICAL
    114114            unsigned int        detailLevelParticle_;   //!< Detail level of particle effects (0: off, 1: low, 2: normal, 3: high)
    115             float               renderTimeRatio_;       //!< Ratio between time required to render a frame and to tick() it
     115            float               avgTickTime_;           //!< time in ms to tick() one frame
     116            float               avgFramesPerSecond_;    //!< number of frames processed in one second
    116117    };
    117118}
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