Remove mumbleUnsynchronizedFPS, which is obsolete now that the update/render rate is not in power-of-two lockstep with present rate, and which had users other than the LOD PID.

This commit is contained in:
Howard Stearns 2016-02-19 15:12:44 -08:00
parent a22b25aad9
commit 13c602e2a3
2 changed files with 0 additions and 8 deletions

View file

@ -1635,13 +1635,7 @@ void Application::paintGL() {
});
}
// Some LOD-like controls need to know a smoothly varying "potential" frame rate that doesn't
// include time waiting for sync, and which can report a number above target if we've got the headroom.
// 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.
const float paintWaitAndQTTimerAllowance = 0.001f; // seconds
// Store both values now for use by next cycle.
_lastInstantaneousFps = instantaneousFps;
_lastUnsynchronizedFps = 1.0f / (((usecTimestampNow() - now) / (float)USECS_PER_SECOND) + paintWaitAndQTTimerAllowance);
_pendingPaint = false;
}

View file

@ -157,7 +157,6 @@ public:
float getFps() const { return _fps; }
float getTargetFrameRate(); // frames/second
float getLastInstanteousFps() const { return _lastInstantaneousFps; }
float getLastUnsynchronizedFps() const { return _lastUnsynchronizedFps; }
float getFieldOfView() { return _fieldOfView.get(); }
void setFieldOfView(float fov);
@ -402,7 +401,6 @@ private:
QElapsedTimer _timerStart;
QElapsedTimer _lastTimeUpdated;
float _lastInstantaneousFps { 0.0f };
float _lastUnsynchronizedFps { 0.0f };
ShapeManager _shapeManager;
PhysicalEntitySimulation _entitySimulation;