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Author Topic: sf::Window::setFramerateLimit vs sf::Clock  (Read 2068 times)

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AndrewB

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sf::Window::setFramerateLimit vs sf::Clock
« on: February 05, 2013, 01:19:02 am »
Is there any difference in precision using sf::Window::setFrameLimit compared to using my own sf::clock to limit the frame rate?

Thanks, Andrew.

FRex

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Re: sf::Window::setFramerateLimit vs sf::Clock
« Reply #1 on: February 05, 2013, 01:22:17 am »
void Window::display()
{
    // Display the backbuffer on screen
    if (setActive())
        m_context->display();

    // Limit the framerate if needed
    if (m_frameTimeLimit != Time::Zero)
    {
        sleep(m_frameTimeLimit - m_clock.getElapsedTime());
        m_clock.restart();
    }
}


void Window::setFramerateLimit(unsigned int limit)
{
    if (limit > 0)
        m_frameTimeLimit = seconds(1.f / limit);
    else
        m_frameTimeLimit = Time::Zero;

 
No.
Actually, Laurent, why isn't it
sleep(m_frameTimeLimit - m_clock.restart());
?
« Last Edit: February 05, 2013, 01:31:49 am by FRex »
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Laurent

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Re: sf::Window::setFramerateLimit vs sf::Clock
« Reply #2 on: February 05, 2013, 08:10:18 am »
Because it would restart before sleeping, and incorrectly add a little from the previous frame to the next frame time.
Laurent Gomila - SFML developer