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coding standards
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@ -1400,7 +1400,7 @@ void Application::paintGL() {
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// Some LOD-like controls need to know a smoothly varying "potential" frame rate that doesn't
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// include time waiting for sync, and which can report a number above target if we've got the headroom.
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// 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.
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static const float paintWaitAndQTTimerAllowance = 0.001; // seconds
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const float paintWaitAndQTTimerAllowance = 0.001f; // seconds
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// Store both values now for use by next cycle.
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_lastInstantaneousFps = instantaneousFps;
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_lastUnsynchronizedFps = 1.0f / (((usecTimestampNow() - now) / (float)USECS_PER_SECOND) + paintWaitAndQTTimerAllowance);
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