problem calculating time

Blitz3D Forums/Blitz3D Programming/problem calculating time

Ok!
Timing is better (still not perfect) but what happens with the graphics?

Try this:

Graphics3D 640,480,0,2


camera=CreateCamera()
light=CreateLight()
RotateEntity light,90,0,0
cube=CreateCube()
PositionEntity cube,0,0,5


iniTime=MilliSecs()
OneSecondTime = iniTime

While Not KeyHit(1)

 tempTime=MilliSecs()-iniTime
 If MilliSecs()>=OneSecondTime+1000 ;1 second test
  Latency#=(MilliSecs()-OneSecondTime)/1000.0
  testTime=MilliSecs()-OneSecondTime
  OneSecondTime = MilliSecs()
  testFloat#=1000/1000.0
 EndIf

 UpdateWorld
 RenderWorld
 
 Text 0,0,"Latency="+Latency+" testFloat="+testFloat
 Text 0,12,"testTime="+testTime+" iniTime="+iniTime+" tempTime="+tempTime
 ;Text 50,50,"" + MilliSecs() Mod 1000

 TurnEntity cube,-.4,.2,.3

 If (MilliSecs() - OneSecondTime) Mod 1000 < 985 And (MilliSecs() - OneSecondTime) Mod 1000 > 5 
  Flip ;flip only if "far" from time checking
 EndIf

Wend


Could you see the gap in the render process? It's a big problem in a real time game.

Any idea to solve it?

Thanks a lot,
FiNegirO