Frames Per Second Display
Hi all If you're like me, you like to test your system with games to see how fast it's running. In Quake3Arena John Carmack kindly gave us a display in the top right hand corner to count the Frames Per Second the system was running at. With a little help from some code I found in the SourceForge implementation of the engine, and a bit of hacking, I present to you a FPS counter display for Quake. Enjoy In gl_screen.c add above SCR_DrawPause /* //muff - hacked out of SourceForge implementation + modified ============== SCR_DrawFPS ============== */ void SCR_DrawFPS (void) { extern cvar_t show_fps; static double lastframetime; double t; extern int fps_count; static int lastfps; int x, y; char st[80]; if (!show_fps.value) return; t = Sys_FloatTime (); if ((t - lastframetime) >= 1.0) { lastfps = fps_count; fps_count = 0; lastframetime = t; } sprintf(st, "%3d FPS", lastfps); x = vid.width - strlen(st) * 16 - 16; y = 0 ; //vid.height - (sb_lines * (vid.height/240) )- 16; // Draw_TileClear(x, y, strlen(st)*16, 16); Draw_String(x, y, st); }
near the top add cvar_t show_fps = {"show_fps","0"}; // set for running times - muff int fps_count; add Cvar_RegisterVariable (&show_fps); // muff add //frame speed counter fps_count++;//muff in gl_screen.c in the SCR_UpdateScreen after SCR_DrawTurtle (); //muff - to show FPS on screen SCR_DrawFPS (); To enable the FPS display, in the console type in show_fps 1 enjoy
muff |