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Convert debug times to milliseconds

This commit is contained in:
Daniel Evans 2015-04-11 02:21:15 +01:00
parent 4cf36b8fd6
commit 9eb1a415c5

View File

@ -450,11 +450,13 @@ void RWGame::render(float alpha, float time)
void RWGame::renderDebugStats(float time, GLuint worldRenderTime)
{
// Turn time into milliseconds
float time_ms = time * 1000.f;
constexpr size_t average_every_frame = 15;
static float times[average_every_frame];
static size_t times_index = 0;
static float time_average = 0;
times[times_index++] = time;
times[times_index++] = time_ms;
if (times_index >= average_every_frame) {
times_index = 0;
@ -465,8 +467,8 @@ void RWGame::renderDebugStats(float time, GLuint worldRenderTime)
}
std::stringstream ss;
ss << "Frametime: " << time << " (FPS " << (1.f/time) << ")\n";
ss << "Average (per " << average_every_frame << " frames); Frametime: " << time_average << " (FPS " << (1.f/time_average) << ")\n";
ss << "Frametime: " << time_ms << " (FPS " << (1.f/time) << ")\n";
ss << "Average (per " << average_every_frame << " frames); Frametime: " << time_average << " (FPS " << (1000.f/time_average) << ")\n";
ss << "Draws: " << lastDraws << " (" << renderer->culled << " Culls)\n";
ss << " Texture binds: " << renderer->getRenderer()->getTextureCount() << "\n";
ss << " Buffer binds: " << renderer->getRenderer()->getBufferCount() << "\n";