Hello @adrinalino,
Scrutinize this code and give it a try:
int num = 1_000_000;
int t2;
void setup()
{
size(1000, 800);
frameRate(1000); // maximum possible it won't achieve this
t2 = millis();
}
void draw()
{
background(0);
float sum = 0;
for (int i = 0; i < num; i++)
{
float alfa0 = map(i, 0, num, 0, TAU);
float alfa1 = map(i+1, 0, num, 0, TAU);
sum += sin(alfa0) - sin(alfa1);
sum -= cos(alfa0) + cos(alfa1);
}
//println(sum);
noStroke();
fill(0);
rect(0, 0, 85, 25);
fill(255);
textSize(40);
text("FPS " + 1000.0*frameCount / millis(), 2, 40);
text("FrameRate: " + frameRate, 2, 80);
text("FrameRate: " + 1000.0/(millis()-t2), 2, 120);
t2 = millis();
}
I know that frameRate gives a rolling average so I used time between frames for real time updates.
Related:
Reference:
:)