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  An FPS counter  (Read 2185 times)
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Offline Java Cool Dude

Senior Member




Java forever


« Posted 2003-08-05 05:32:28 »

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  void print_fps(){

    int viewport[] = new int[4];

    if(start == 0)
      start = System.currentTimeMillis();

    if(System.currentTimeMillis() - start >=500){
      fps        = count_fps<<1;
      start      = 0;
      count_fps  = 0;
    }

    count_fps++;

    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glMatrixMode(gl.GL_PROJECTION);
    gl.glPushMatrix ();
    gl.glLoadIdentity();

    gl.glGetIntegerv (gl.GL_VIEWPORT, viewport);
    glu.gluOrtho2D(0,viewport[2], viewport[3], 0);
    gl.glDepthFunc(gl.GL_ALWAYS);
    gl.glColor3f (1,1,1);
    gl.glRasterPos2f(15, 15);

    glut.glutBitmapString(gl,glut.BITMAP_HELVETICA_18, "FPS: " + fps);

    gl.glDepthFunc(gl.GL_LESS);
    gl.glPopMatrix();
    gl.glMatrixMode(gl.GL_MODELVIEW);
    gl.glPopMatrix ();
  }


Enjoy Grin

PS; I was working on my stencil shadows demo and I realized how freaking awesome display lists are, check these two screens out:
http://www.realityflux.com/abba/no_display_list.jpg
http://www.realityflux.com/abba/with_display_list.jpg

DOH Shocked
Knowing that the dragon loaded into the demo counts no less than 6775 triangles, it's a quite a good thing to know that the cpu load that used to go "wasted" on drawing that many polyons in every frame could be put into good use somewhere else :p
At this point I might as well drop college, gf, and work and focus mainly on doing jog....j/k  Embarrassed
Awesome   Cool
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