<div class="gmail_quote">On Wed, Mar 24, 2010 at 2:25 PM, Francois Bertel <span dir="ltr"><<a href="mailto:francois.bertel@kitware.com">francois.bertel@kitware.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
You don't want to measure your framerate all the time because<br>
WaitForCompletion() is actually a call to glFinish() which is<br>
necessary for accurate measurement but could kill overall performance<br>
has it prevents the CPU thread for doing subsequent operations<br>
(blocking call) until the GPU is done.<br>
<br>
I usually use it in a performance test with an explicit loop over<br>
multiple render calls and compute the average time.<br>
<div><div></div><div class="h5"></div></div></blockquote></div><br><div>I agree you wouldn't want to measure it all the time, but you could do renderWindow->ComputeFrameRateOn() or something like that. Or even a frame rate widget that does everything that Darshan was looking for (display the framerate in a TextActor) would be very nice.</div>
<div><br clear="all">Thanks,<br><br>David</div>