SpiralCorp wrote:
Quote:
I'm having some trouble with SDL_Delay. I'm trying to limit framerate
for a
little tech-demo practice thing I'm doing. Now, this works perfectly:
>
==============
while (fps.stop() < ( 1000 / FPS ) ){ //fps.stop() being part of my
timer
//wait // class it returns the
enlapsed time
} //between start()
and stop().
==============
>
Of course, this uses up all the CPU time available and skips when
anything
else happens. None of which are acceptable. So I used this instead:
>
==============
time = 33 - fps.stop(); //Time being Uint32
UInt32 looks like an _unsigned_ type. Note that unsigned types cannot hold
negative values. If fps.stop() returns something greater than 33, the left
hand side is negative and will be converted to a (probably very large)
unsigned integer in the assignment.
Note that the above condition is equivalent to time != 0 if time is
unsigned. Is that really what you want?
Quote:
SDL_Delay( time );
}
==============
>
This is when it all breaks down. The delay has a very unpredictable
behaviour.
It starts working just fine and with no speed variations... then the
animation
just stops and none of the events respond. Clearly stuck in the delay
function.
>
So what gives? Am I doing anything wrong?
>
Heres the whole code from the modified version (SDL_Delay one)
http://pastebin.com/m3719631
Best
Kai-Uwe Bux