On Tue, Apr 07, 2009 at 04:34:22PM +0200, Peter Verswyvelen wrote: > Do you want to cap the rendering framerate at 60FPS or the animation > framerate? > Because when you use OpenGL and GLFW, you can just > > GLFW.swapInterval $= 1 > > to cap the rendering framerate at the refresh rate of your monitor or LCD > screen (usually 60Hz)
I just want to cap the rendering framerate. The game logic is running in other threads, and sends rendering information via a Chan to the renderer. I'm using GLUT, and have never heard of GLFW. However, that seems to be a better tool to get the job done. I'll check it out, thanks :). /Ulrik > > > On Tue, Apr 7, 2009 at 1:41 PM, Ulrik Rasmussen <[email protected]> wrote: > > > Hello. > > > > I am writing a simple game in Haskell as an exercise, and in the > > rendering loop I want to cap the framerate to 60fps. I had planned to do > > this with GHC.Conc.threadDelay, but looking at it's documentation, I > > discovered that it can only delay the thread in time spans that are > > multiples of 20ms: > > > > > > http://www.haskell.org/ghc/docs/6.4/html/libraries/base/Control.Concurrent.html > > > > I need a much finer granularity than that, so I wondered if it is > > possible to either get a higher resolution for threadDelay, or if there > > is an alternative to threadDelay? > > > > I noticed that the SDL library includes the function "delay", which > > indeed works with a resolution down to one millisecond. However, since > > I'm using HOpenGL and GLUT, I think it would be a little overkill to > > depend on SDL just for this :). > > > > > > Thanks, > > > > Ulrik Rasmussen > > _______________________________________________ > > Haskell-Cafe mailing list > > [email protected] > > http://www.haskell.org/mailman/listinfo/haskell-cafe > > _______________________________________________ Haskell-Cafe mailing list [email protected] http://www.haskell.org/mailman/listinfo/haskell-cafe
