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GLCanvas Built-In FPS cap?

Posted by bgroenks96 on Apr 14, 2013; 4:01am
URL: https://forum.jogamp.org/GLCanvas-Built-In-FPS-cap-tp4028958.html

I have an object registered as a GLEventListener for a GLCanvas and a thread that calls 'canvas.display()' at a fixed timestep (basically my own rendering loop as opposed to using Animator).

I set the target FPS for my loop to a huge number to see what the max FPS I could get out of the OpenGL renderer was.  To my surprise, the frame rate remained locked at 60 fps.

I tested the timestep by removing the call to canvas.display().  The target FPS was approximately reached.

Is this just something I'm not aware of in GLCanvas or the generated GLAutoDrawable?  Or do I need to set something in the canvas, profile or GLCapabilities objects?

Thanks in advance for your help!