the main problem there is you're updating the cube every loop so it's not syncing with the flip and causing that big jump. the solution is to group any graphics code in with the flip as well.
i changed your mod thingy as it gave some other kind of problem and i couldn't understand how to fix it.
i changed your mod thingy as it gave some other kind of problem and i couldn't understand how to fix it.
Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() light=CreateLight() RotateEntity light,90,0,0 cube=CreateCube() PositionEntity cube,0,0,5 iniTime=MilliSecs() nextTime = iniTime While Not KeyHit(1) tempTime=MilliSecs()-iniTime If MilliSecs()>=nextTime+1000 ;1 second test Latency#=(MilliSecs()-nextTime)/1000.0 testTime=MilliSecs()-nextTime nextTime = MilliSecs() testFloat#=1000/1000.0 EndIf If Not MilliSecs()>=nextTime+1000-30 And MilliSecs()<=nextTime+1000+20 UpdateWorld RenderWorld Text 0,0,"Latency="+Latency+" testFloat="+testFloat Text 0,12,"testTime="+testTime+" iniTime="+iniTime+" tempTime="+tempTime ;Text 50,50,"" + MilliSecs() Mod 1000 ;If (MilliSecs()-nextTime) Mod 1000<985 And (MilliSecs()-nextTime) Mod 1000>5 TurnEntity cube,-.4,.2,.3 Flip ;flip only if "far" from time checking EndIf Wend