From 13c602e2a36cf7a31771b712f42e18d27cc1aef8 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Fri, 19 Feb 2016 15:12:44 -0800 Subject: [PATCH] Remove mumbleUnsynchronizedFPS, which is obsolete now that the update/render rate is not in power-of-two lockstep with present rate, and which had users other than the LOD PID. --- interface/src/Application.cpp | 6 ------ interface/src/Application.h | 2 -- 2 files changed, 8 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 0d9fde5176..a752ee305f 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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; } diff --git a/interface/src/Application.h b/interface/src/Application.h index d5b677302a..2db075b508 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -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;