Get rid of the FPS counter.
The counter was added solely as a debug feature in commit e7c8c1c8
,
which introduced the new Canvas system. It doesn't work all that well
and brings little value, so let's get rid of the visual noise.
This commit is contained in:
parent
89e6559e2d
commit
225f82a292
21
src/draw.cpp
21
src/draw.cpp
@ -841,17 +841,15 @@ void GraphicsWindow::Paint() {
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ForceTextWindowShown();
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}
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auto renderStartTime = std::chrono::high_resolution_clock::now();
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canvas->SetLighting(lighting);
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canvas->SetCamera(camera);
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canvas->StartFrame();
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// Draw the 3d objects.
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Draw(canvas.get());
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canvas->FlushFrame();
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auto renderEndTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double, std::milli> renderTime = renderEndTime - renderStartTime;
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// Draw the 2d UI overlay.
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camera.LoadIdentity();
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camera.offset.x = -(double)camera.width / 2.0;
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camera.offset.y = -(double)camera.height / 2.0;
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@ -888,19 +886,6 @@ void GraphicsWindow::Paint() {
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ToolbarDraw(&uiCanvas);
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}
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// Also display an fps counter.
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RgbaColor renderTimeColor;
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if(renderTime.count() > 16.67) {
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// We aim for a steady 60fps; draw the counter in red when we're slower.
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renderTimeColor = { 255, 0, 0, 255 };
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} else {
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renderTimeColor = { 255, 255, 255, 255 };
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}
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uiCanvas.DrawBitmapText(ssprintf("rendered in %ld ms (%ld 1/s)",
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(long)renderTime.count(),
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(long)(1000 / std::max(0.1, renderTime.count()))),
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5, 5, renderTimeColor);
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canvas->FlushFrame();
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canvas->FinishFrame();
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canvas->Clear();
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