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Graphics / Re: Question about textures and resources in general
« on: June 14, 2018, 11:55:19 pm »
Well, the idea was to keep sprites and textures in an array anyway, so I guess that could work...
Thanks!
Thanks!
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Well, obviously deltaTime goes up when FPS go down, they're inverses of each other. It's still not a significant difference. Like Laurent said, at FPS that high (or deltaTimes that low) these kinds of differences really don't mean anything other than you aren't drawing much yet. Don't worry about it until you're falling below 60.Okay then. Gotta stop worrying about FPS dropping from 1200 to 800 ^__^
Still need minimal & complete examples for the real issues.
Show code and exact error messages. A vague description of your problems won't help anyone to solve them.Ah, that would be the logical case, yes, but I have another "room" mesh that already takes the whole screen. Also, it happens when I'm REALLY close to the first mesh, when its single triangle takes the whole screen.QuoteAnd the third is not an error but some strange bahaviour. When I'm far away from a mesh it gives nive 1200 FPS. When I'm very close FPS drops down to 800.More pixels are shown on screen, so it takes "longer". But a drop from 1200 FPS to 800 FPS is negligible, don't measure performances with FPS, especially when they are high, because FPS are not a linear scale (remember, they are 1/x).
Can you actually post a complete and minimal code sample so we can test it ourselves?Sure. But not today, unfortunately :c
How do you checkI set a breakpoint and se if it ever breaks. I doesn't. Ever.
How do you check, if the program even gets to the "inputManager->Update()" line?This is my own input manager, it doesn't need a parameter. Event pointer is given to it when it's being created.
So if you are debugging in your IDE, your renderWindow won't get any events.I tried it in release build as well.