object_hit_delay_timer -= dtime;
g_profiler->add("Elapsed time", dtime);
+ g_profiler->avg("FPS", 1./dtime);
/*
Log frametime for visualization
#endif
#include "settings.h"
#include "log.h"
+#include "profiler.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0;
+ u32 meshbuffer_count = 0;
// For limiting number of mesh updates per frame
u32 mesh_update_count = 0;
sector_blocks_drawn++;
u32 c = mesh->getMeshBufferCount();
+ meshbuffer_count += c;
for(u32 i=0; i<c; i++)
{
}
}
+ if(pass == scene::ESNRP_SOLID){
+ g_profiler->avg("CM: blocks drawn on solid pass", blocks_drawn);
+ g_profiler->avg("CM: vertices drawn on solid pass", vertex_count);
+ if(blocks_drawn != 0)
+ g_profiler->avg("CM: solid meshbuffers per block",
+ (float)meshbuffer_count / (float)blocks_drawn);
+ } else {
+ g_profiler->avg("CM: blocks drawn on transparent pass", blocks_drawn);
+ g_profiler->avg("CM: vertices drawn on transparent pass", vertex_count);
+ }
+
m_control.blocks_drawn = blocks_drawn;
m_control.blocks_would_have_drawn = blocks_would_have_drawn;