return 0;
}
+
+/* XXX This isn't an official GLUT function, yet */
+void * APIENTRY
+glutGetProcAddress(const char *procName)
+{
+#if defined(_WIN32)
+ return (void *) wglGetProcAddress((LPCSTR) procName);
+#elif defined(GLX_ARB_get_proc_address)
+ return (void *) glXGetProcAddressARB((const GLubyte *) procName);
+#else
+ return NULL;
+#endif
+}
+
+
/* ENDCENTRY */
glutInitWindowPosition(__glutInitX, __glutInitY);
}
__glutInitTime(&unused);
+
+ /* check if GLUT_FPS env var is set */
+ {
+ const char *fps = getenv("GLUT_FPS");
+ if (fps) {
+ sscanf(fps, "%d", &__glutFPS);
+ if (__glutFPS <= 0)
+ __glutFPS = 5000; /* 5000 milliseconds */
+ }
+ }
}
#ifdef _WIN32
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
+#include <stdio.h>
#include "glutint.h"
+GLint __glutFPS = 0;
+GLint __glutSwapCount = 0;
+GLint __glutSwapTime = 0;
+
/* CENTRY */
void APIENTRY
glutSwapBuffers(void)
glutPostRedisplay to trigger redraws. If
glutPostRedisplay were used, __glutSetWindow would be
called and a glFinish to throttle buffering would occur. */
+
+ if (__glutFPS) {
+ GLint t = glutGet(GLUT_ELAPSED_TIME);
+ __glutSwapCount++;
+ if (__glutSwapTime == 0)
+ __glutSwapTime = t;
+ else if (t - __glutSwapTime > __glutFPS) {
+ float time = 0.001 * (t - __glutSwapTime);
+ float fps = (float) __glutSwapCount / time;
+ fprintf(stderr, "GLUT: %d frames in %.2f seconds = %.2f FPS\n",
+ __glutSwapCount, time, fps);
+ __glutSwapTime = t;
+ __glutSwapCount = 0;
+ }
+ }
}
/* ENDCENTRY */
/* private routines from glut_gameglut.c */
extern void GLUTAPIENTRYV __glutCloseDownGameMode(void);
+/* private variables from glut_swap.c (BrianP) */
+extern GLint __glutFPS;
+extern GLint __glutSwapCount;
+extern GLint __glutSwapTime;
+
#if defined(_WIN32)
/* private routines from win32_*.c */
extern LONG WINAPI __glutWindowProc(HWND win, UINT msg, WPARAM w, LPARAM l);