That is what I'm looking for, tnx... But it splits my fps in half. Is it possible that a little bit of text is so demanding?
This is the simple solution, which saves and restores all OpenGL states every time you call window.Draw(text). So yes it can be slow.
You can do much better, by saving and restoring yourself only the states that you need.
One more thing, I'm getting an unhandled exception when using sf::String even though I'm using my font from hard drive...
There must be a default constructed sf::String somewhere
Note that both of these issues are completely solved in SFML 2.