If someone call UpdateOnce or RenderOnce without animation, FPS tracker
might not collect it's time well. (Since use elapsedtime is false.)
Let we make assume that FPSTracker trace time every frame well
Change-Id: I8942f8fc489dec3ee269e6ab742a3875dafc0622
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
// Optional FPS Tracking when continuously rendering
- if(useElapsedTime && mFpsTracker.Enabled())
+ if(mFpsTracker.Enabled())
{
float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
mFpsTracker.Track(absoluteTimeSinceLastRender);