Reenabling fps display in release build.

This commit is contained in:
Faerbit 2015-03-17 09:41:37 +01:00
parent 498be94102
commit 7957b8b555

View File

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