Count timeline frames using the FPS instead of an integer interval
Bug 1495 - Timelines run 4% short Previously the timelines were timed by calculating the interval between each frame stored as an integer number of milliseconds so some precision is lost. For example, requesting 60 frames per second gets converted to 16 ms per frame which is actually 62.5 frames per second. This makes the timeline shorter by 4%. This patch merges the common code for timing from the timeout pools and frame sources into an internal clutter-timeout-interval file. This stores the interval directly as the FPS and counts the number of frames that have been reached instead of the elapsed time.
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@ -32,12 +32,12 @@
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G_BEGIN_DECLS
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guint clutter_frame_source_add (guint interval,
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guint clutter_frame_source_add (guint fps,
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GSourceFunc func,
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gpointer data);
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guint clutter_frame_source_add_full (gint priority,
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guint interval,
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guint fps,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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