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loop: Fix FPS calculation
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c3202b8e58
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@ -156,15 +156,16 @@ func (c *runContext) adjustedNowWithAudio() int64 {
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func (c *runContext) render(g GraphicsContext) error {
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fps := c.fps
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clockN := now()
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n := c.adjustedNowWithAudio()
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defer func() {
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// Calc the current FPS.
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if time.Second > time.Duration(n-c.lastFPSUpdated) {
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if time.Second > time.Duration(clockN-c.lastFPSUpdated) {
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return
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}
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currentFPS := float64(c.frames) * float64(time.Second) / float64(n-c.lastFPSUpdated)
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currentFPS := float64(c.frames) * float64(time.Second) / float64(clockN-c.lastFPSUpdated)
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c.updateFPS(currentFPS)
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c.lastFPSUpdated = n
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c.lastFPSUpdated = clockN
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c.frames = 0
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}()
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