I am trying to find a solid method for being able to set exactly how many FPS I want my OpenGL application to render on screen. I can do it to some extent by sleeping for 1000/fps milliseconds but that doesn't take into account the time needed to render. Which is the most consistent way to limit fps to desired amount?
you can sync to vblank by using wglSwapIntervalEXT in opengl. its not nice code, but it does work.
http://www.gamedev.net/topic/360862-wglswapintervalext/#entry3371062
bool WGLExtensionSupported(const char *extension_name) {
PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglGetExtensionsStringEXT = NULL;
_wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)wglGetProcAddress("wglGetExtensionsStringEXT");
if (strstr(_wglGetExtensionsStringEXT(), extension_name) == NULL) {
return false;
}
return true;
}
and
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = NULL;
if (WGLExtensionSupported("WGL_EXT_swap_control"))
{
// Extension is supported, init pointers.
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
// this is another function from WGL_EXT_swap_control extension
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
}