Timing Calculations for Opengl ES 2.0 draw calls

Posted by Arun AC on Game Development See other posts from Game Development or by Arun AC
Published on 2013-10-21T07:22:28Z Indexed on 2013/10/21 10:18 UTC
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I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function

#define NANO 1000000000

#define NANO_TO_MICRO(x) ((x)/1000)

uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs

return iCurrTimeMicro; }

I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame.

that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result.

what went wrong in the code?

Regards, Arun AC

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