Well, obviously deltaTime goes up when FPS go down, they're inverses of each other. It's still not a significant difference. Like Laurent said, at FPS that high (or deltaTimes that low) these kinds of differences really don't mean anything other than you aren't drawing much yet. Don't worry about it until you're falling below 60.
Still need minimal & complete examples for the real issues.
Okay then. Gotta stop worrying about FPS dropping from 1200 to 800 ^__^
As for examples:
bool GLManager::Render() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(camera->GetTransformationMatrix());
float position[4] = {camera->GetPosition().x,camera->GetPosition().y,camera->GetPosition().z,1};
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnableClientState(GL_NORMALIZE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
std::vector<ObjectClass*>* objects = coreManager->GetObjectsManager()->GetObjectsToDraw();
for (int i=0;i<objects->size();i++) {
ObjectClass* object = objects->at(i);
object->Render();
};
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMALIZE);
return true;
};
This thing ives me an error on normalization.
bool SkinnedMeshClass::Render() {
if (!visible) return true;
msModel* mesh = static_cast<SkinnedMeshDataClass*>(meshData)->GetMesh();
glPushMatrix();
glMultMatrixf(transformationMatrix);
std::vector<SkinnedMeshGroup*>* groups = static_cast<SkinnedMeshDataClass*>(meshData)->GetGroups();
for (int i=0;i<groups->size();i++) {
sf::Texture* texture = groups->at(i)->texture;
ms3d_material_t* material = groups->at(i)->material;
bool hasTexture = (texture!=NULL);
bool hasMaterial = (material!=NULL);
if (hasTexture) {
sf::Texture::bind(texture);
};
if (hasMaterial) {
if (material->mode & HASALPHA) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
};
};
std::vector<sf::Vector2f>* texCoords = &groups->at(i)->texCoords;
std::vector<unsigned short>* indices = &groups->at(i)->indices;
glVertexPointer(3, GL_FLOAT, 0, groups->at(i)->vertexArray);
glNormalPointer(GL_FLOAT, 0, groups->at(i)->normalArray);
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords->at(0));
glDrawElements(GL_TRIANGLES, indices->size(), GL_UNSIGNED_SHORT, &indices->at(0));
};
sf::Texture::bind(NULL);
glPopMatrix();
return true;
};
This thing gives me 1280 error.