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  Timing in RenderLoop  (Read 1334 times)
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Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Posted 2006-10-28 12:03:49 »

Marvin, I saw you use :
1  
now = System.currentTimeMillis();

Wouldn't you use JavaTimer in com.xith3d.utility.timing ? (It uses nanoSeconds and if you use TimerInterface instead we can later implement e.g. LWJGL timers or something like that if we need it more accurate).

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #1 - Posted 2006-10-28 15:13:33 »

Marvin, I saw you use :
1  
now = System.currentTimeMillis();

Wouldn't you use JavaTimer in com.xith3d.utility.timing ? (It uses nanoSeconds and if you use TimerInterface instead we can later implement e.g. LWJGL timers or something like that if we need it more accurate).

OK. I'll change that.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-10-30 09:41:42 »

Thanks. It will make every application using RenderLoop a lot smoother.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #3 - Posted 2006-10-31 05:11:13 »

Done.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2006-10-31 13:56:34 »

Good job, thanks again.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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