That's how the rendering is finished:
Code: Select all
void finishRendering()
{
	sceGuFinish();
	sceGuSync(0,0);
//	sceDisplayWaitVblankStart();
	sceGuSwapBuffers();
}
Code: Select all
clock_t frameticks, currentticks, startticks;
float getElapsedTime()
{
	currentticks = clock();
	frameticks = (currentticks - startticks);
	float fElapsedTime = float(frameticks/(float)CLOCKS_PER_SEC);
	startticks = currentticks;
	return fElapsedTime;
}
int getFramesPerSec(float fElapsedTime)
{
	static int fps = 0;
	static int frames = 0;
	static float time = 0;
	frames++;
	time += fElapsedTime;
	if (time >= 1)
	{
		fps		= frames;
		time	= 0.0f;
		frames	= 0;
	}
	return fps;
}