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std::cout<<renderPerSecond<<" iterations per second."<<std::endl;
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g_benchmark_numberOfRenderIteration = 0;
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g_benchmark_start = timeUpdateStarts;
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}
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// clear state
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g_update.clear();
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@@ -146,15 +173,19 @@ void Update()
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// clear the update flag
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g_update.m_hasUpdate = false;
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}
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// Request a new Display call.
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// Request a new OpenGL Display call.
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// Note from documentation: "Multiple calls to glutPostRedisplay before the next display callback opportunity generates only a single redisplay callback".
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// So we are not actually doing the OpenGL render in this Update loop. It would be a bad design as it would stress this thread and may reduce performance of the
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// `renderJob` thread which is the most important here.
// each rprContextRender call will do `g_batchSize` iterations.
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// Note that calling rprContextRender 1 time with RPR_CONTEXT_ITERATIONS = `g_batchSize` is faster than calling rprContextRender `g_batchSize` times with RPR_CONTEXT_ITERATIONS = 1
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