You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers. No questions about C++ programming or topics which are answered in the tutorials!
maybe you should do it in another way.
dont move the x offset after the timer reaches a limit (timer > xxx) but move the offset by a fraction every time like offset += timerchange /xxx (xxx being the same limit as above and timerchange being the current time minus the last time the function has been executed).
this should give a smooth effect.
and to define how fast the effect moves/changes you can add a constant to the calculation (just an idea)
hth
any help would be appreciated ( I see someone else in the beginners section has posted the same question (limit frame to 60 fps) ) so you would be helping us "2D"er's out
i dont know if it is what you mean but if you remove the
if (myTimer->m_TimeFactor > 0.001f)
it runs smoothly here.
if that is not what you want, please visit irc that would be easier than communicate through forum
hmm...i just tried what we talked about on irc (cutting the images after drawing to split up the tasks of cutting and drawing) .
it doesnt help because you have to convert from texture to image to texture and that takes too much time (2fps left).
and reading your first post again i think i see the problem now. what we did was limiting to a static fps count but we didnt put it in sync with the vsync-signal. and i have absolutely no idea how to do that.
sorry - my mistake for not thinking it through.