Hi all,
First up, I would like to congratulate the creators of SFML on a very good job!
This is my first time using SFML. I have had experience with SDL (+OpenGL) and C#/XNA. I am using MSVC++ 2008 on a laptop (Graphics: Mobile Intel(R) 965 Express Chipset Family and Processor: Intel(R) Core(TM)2 Duo CPU T7300 @ 2.00GHz)
Anyways, I tried creating a small intro to a space shooter (with logos fading in and out etc.). I create 4 images and 4 sprites and set each image to their respective sprite. The code was taken from another project of mine.
I ran the program and saw that it was running very slowly. I printed out the values returned by RenderWindow::GetFrameTime() and they were in the order of ~0.15 seconds. I tried running it in Release mode, but only got a small improvement at ~0.13-0.14 seconds. I then tried copying the executable to my gaming computer and the values were on the order of ~0.001 (that computer just broke down just now though
but I'm pretty sure it was around those values).
It seems my computer is too slow, but I can run games like WC3 and SDL + OpenGL projects without issues. Maybe there is another problem?
I tried commenting out my draw code and the speed went up to the order of running in Release mode. Here is my drawing code (I used to pass a reference to my render window, but that is now public/static for global access):
if(currentLogo == 1)
Game::renderWindow.Draw(StormGamesLogoSprite);
else if(currentLogo == 2)
Game::renderWindow.Draw(SfmlLogoSprite);
else
Game::renderWindow.Draw(LuaLogoSprite);
Game::renderWindow.Draw(FaderSprite);