From: Christoph Kukulies Message-Id: <199704231733.TAA18274@gilberto.physik.rwth-aachen.de> Subject: Re: timer interrupt - sample code anyone? In-Reply-To: <335E1793.7CB1@canvaslink.com> from Tom Grandgent at "Apr 23, 97 10:07:15 am" To: tgrand AT canvaslink DOT com Date: Wed, 23 Apr 1997 19:33:50 +0200 (MET DST) Cc: kuku AT gilberto DOT physik DOT RWTH-Aachen DOT DE, djgpp AT delorie DOT com Reply-To: Christoph Kukulies MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Precedence: bulk [ - ] > > Wow.. I was just experimenting with that last night. I needed > to measure the number of milliseconds per frame of my game, so > I made a 1KHz timer. It wasn't quite enough, so I tried making a > 10KHz timer. (Both of these incremented a global 32 bit value.) > The 1KHz timer had no apparent effect on the game, but the 10KHz > timer knocked the framerate down from around 72Hz to about 68-69Hz. Just curious: How did you know it *was* 72Hz? :-) > (This was under Win95 though...) > > Hope this helps, Thanks. Allegro was pointed out by several people. I'll be looking into it. > > Tom Grandgent > tgrand AT canvaslink DOT com > Canvas Link, Inc. > -- Chris Christoph P. U. Kukulies kuku AT gil DOT physik DOT rwth-aachen DOT de