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| @@ -1635,13 +1635,7 @@ void Application::paintGL() { · 1634 unmodified lines | ||
| 1635 | 1635 | }); |
| 1636 | 1636 | } |
| 1637 | 1637 | |
| 1638 | − // Some LOD-like controls need to know a smoothly varying "potential" frame rate that doesn't | |
| 1639 | − // include time waiting for sync, and which can report a number above target if we've got the headroom. | |
| 1640 | − // In my tests, the following is mostly less than 0.5ms, and never more than 3ms. I don't think its worth measuring during runtime. | |
| 1641 | − const float paintWaitAndQTTimerAllowance = 0.001f; // seconds | |
| 1642 | − // Store both values now for use by next cycle. | |
| 1643 | 1638 | _lastInstantaneousFps = instantaneousFps; |
| 1644 | − _lastUnsynchronizedFps = 1.0f / (((usecTimestampNow() - now) / (float)USECS_PER_SECOND) + paintWaitAndQTTimerAllowance); | |
| 1645 | 1639 | _pendingPaint = false; |
| 1646 | 1640 | } |
| 1647 | 1641 | |