nah..
Enesce, just change maxFPS and fpsTimePassed to floats, it gonna fix it.
and really you should use something more exact, since milliseconds are too big really :-S
From: June 01, 2010, 12:28:33 pm
btw
changing this
if (fpsTimePassed >= fpsStep) then begin
RenderFrame;
fpsTimePassed := fpsTimePassed - fpsStep;
end;
to this
if (fpsTimePassed >= fpsStep) then begin
RenderFrame;
fpsTimePassed := fpsTimePassed - Trunc(fpsTimePassed/fpsStep)*fpsStep;
end;
Will fix a problem when fps goes higher than expected after a lag.