Reenabling fps display in release build.
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498be94102
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7957b8b555
18
game/main.cc
18
game/main.cc
@ -190,16 +190,14 @@ int main( int argc, char *argv[] )
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double now = glfwGetTime()- startTimeInSeconds;
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#ifdef SAXUM_DEBUG
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if (showNextFPS <= now) {
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std::stringstream sstream (std::stringstream::in | std::stringstream::out);
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sstream << std::setprecision(1) << std::fixed
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<< "Saxum" << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
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glfwSetWindowTitle(window, sstream.str().c_str() );
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showNextFPS = now + FPSdelay;
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frameCount = 0;
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}
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#endif
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if (showNextFPS <= now) {
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std::stringstream sstream (std::stringstream::in | std::stringstream::out);
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sstream << std::setprecision(1) << std::fixed
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<< "Saxum" << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
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glfwSetWindowTitle(window, sstream.str().c_str() );
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showNextFPS = now + FPSdelay;
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frameCount = 0;
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}
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if (app.isGameStarted()) {
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static float gameStart = now;
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if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
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