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Remove mumbleUnsynchronizedFPS, which is obsolete now that the update/render rate is not in power-of-two lockstep with present rate, and which had users other than the LOD PID.
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2 changed files with 0 additions and 8 deletions
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@ -1635,13 +1635,7 @@ void Application::paintGL() {
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});
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}
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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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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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_pendingPaint = false;
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}
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@ -157,7 +157,6 @@ public:
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float getFps() const { return _fps; }
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float getTargetFrameRate(); // frames/second
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float getLastInstanteousFps() const { return _lastInstantaneousFps; }
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float getLastUnsynchronizedFps() const { return _lastUnsynchronizedFps; }
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float getFieldOfView() { return _fieldOfView.get(); }
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void setFieldOfView(float fov);
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@ -402,7 +401,6 @@ private:
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QElapsedTimer _timerStart;
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QElapsedTimer _lastTimeUpdated;
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float _lastInstantaneousFps { 0.0f };
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float _lastUnsynchronizedFps { 0.0f };
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ShapeManager _shapeManager;
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PhysicalEntitySimulation _entitySimulation;
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