window.SetFramerateLimit
or
window.UseVerticalSync
Ok, I tried to add one of these after opening the window:
App.UseVerticalSync(true);
and
App.SetFramerateLimit(60);
In
both cases cpu useage dropped considerably, but at the cost of jerky movement and artefacts. This should be impossible with vertical sync on, though !?!
Not sure what to do now...
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create main window
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML OpenGL");
App.PreserveOpenGLStates(true);
//App.UseVerticalSync(true);
// App.SetFramerateLimit(60);
// Create a sprite for the background
sf::Image BackgroundImage;
if (!BackgroundImage.LoadFromFile("datas/opengl/background.jpg"))
return EXIT_FAILURE;
sf::Sprite Background(BackgroundImage);
// Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one
GLuint Texture = 0;
{
sf::Image Image;
if (!Image.LoadFromFile("datas/opengl/texture.jpg"))
return EXIT_FAILURE;
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Bind our texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Texture);
glColor4f(1.f, 1.f, 1.f, 1.f);
// Create a clock for measuring the time elapsed
sf::Clock Clock;
// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App.Close();
// Adjust the viewport when the window is resized
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
// Draw background
App.Draw(Background);
// Clear depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(Clock.GetElapsedTime() * 30, 1.f, 0.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 60, 0.f, 1.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f(50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f(50.f, -50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
glEnd();
// Draw some text on top of our OpenGL object
sf::String Text("This is not a rotating cube");
Text.SetPosition(50.f, 50.f);
Text.SetColor(sf::Color(255, 244, 32));
App.Draw(Text);
// Finally, display the rendered frame on screen
App.Display();
}
// Don't forget to destroy our texture
glDeleteTextures(1, &Texture);
return EXIT_SUCCESS;
}