Glfw fps
WebAn FPS counter. In real-time graphics, it is important to keep an eye on performance. A good practice is to choose a target FPS ( usually 60 or 30 ) and make everything … WebGLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. It provides a simple API for creating windows, contexts and …
Glfw fps
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Webglfw-examples / fps_counter.c Go to file Go to file T; Go to line L; Copy path Copy permalink; This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Cannot retrieve … WebApr 16, 2012 · found that glfw already restricted or targeted fps at 60 automatically (but. not sure whether it’s always at 60 fps or not) so I have to set my timing. system to non-fixed …
WebFeb 5, 2009 · GLFW frame rate Hi All, I am actually working on a simulation to draw little cube. I would like to fix the frame rate of the display. I've got the idea of creating a timer which will call glswapbuffer every xx time but it seems not to work. Here is the code : Code: WebMay 6, 2024 · Currently my own approach is to do all window and OpenGL calls on one thread, keep the frame rate high and do any slower processing using my own tasking API enkiTS - there’s a basic example with glfw called enkiTSMicroprofileExample. I’m considering adding thread affinity for tasks so it’s easier to offload OpenGL calls to one …
WebSep 13, 2024 · The GLFWwindow object encapsulates both a window and a context. They are created with glfwCreateWindow and destroyed with glfwDestroyWindow, or … http://www.opengl-tutorial.org/miscellaneous/an-fps-counter/
http://forum.lwjgl.org/index.php?topic=6582.0
WebApr 11, 2024 · glfwPollEvents (); // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame (); ImGui_ImplGlfw_NewFrame (); ImGui::NewFrame (); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow ()! You can browse its code to learn more about Dear ImGui!). if (show_demo_window) … shop at udemyWebSep 9, 2016 · My game can run at 30-60 fps at varying frame rates and its fine. You can feel that FPS is dropping, but the game updates as if it was running at 60 fps. If you look at the original post, I said: The issue happens when in full screen with or without VSync. shop at trustedtoursWebSep 11, 2024 · A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. shop at topdawgWebMar 20, 2014 · ScreenSpaces; namespace DeltaEngine. Platforms. /// Starts an application on demand by registering, resolving and running it (via EntitiesRunner). /// Most of the registration is not used when running with MockResolver, replaces lots of classes. instancesToDispose. Add ( settings = new FileSettings ()); shop at trustedhousesittersWebMar 19, 2024 · If swap interval is 0 (or not set at all) then runs at very high fps as expected regardless if errors are checked or not. If swap interval is N and errors are checked then runs at MonitorRefreshRate/N fps. If swap interval is N and errors are NOT checked then runs at 1/N fps. Why? Example: shop at the twins storeWebMay 8, 2014 · I'm working on a large OpenGL tutorial and decided to use GLFW for my tutorial content. However, when I started to re-implement my camera interface (using … shop at tousWebDec 30, 2024 · A "mini F3" HUD mod, with light level, spawn & slime chunk overlays etc. shop at the salvation army