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Add some rendering statistics to profiler
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@ -1071,6 +1071,7 @@ void the_game(
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object_hit_delay_timer -= dtime;
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g_profiler->add("Elapsed time", dtime);
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g_profiler->avg("FPS", 1./dtime);
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/*
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Log frametime for visualization
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14
src/map.cpp
14
src/map.cpp
@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#endif
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#include "settings.h"
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#include "log.h"
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#include "profiler.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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@ -3760,6 +3761,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh updates per frame
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u32 mesh_update_count = 0;
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@ -3909,6 +3911,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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sector_blocks_drawn++;
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u32 c = mesh->getMeshBufferCount();
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meshbuffer_count += c;
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for(u32 i=0; i<c; i++)
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{
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@ -3939,6 +3942,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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if(pass == scene::ESNRP_SOLID){
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g_profiler->avg("CM: blocks drawn on solid pass", blocks_drawn);
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g_profiler->avg("CM: vertices drawn on solid pass", vertex_count);
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if(blocks_drawn != 0)
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g_profiler->avg("CM: solid meshbuffers per block",
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(float)meshbuffer_count / (float)blocks_drawn);
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} else {
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g_profiler->avg("CM: blocks drawn on transparent pass", blocks_drawn);
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g_profiler->avg("CM: vertices drawn on transparent pass", vertex_count);
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}
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m_control.blocks_drawn = blocks_drawn;
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m_control.blocks_would_have_drawn = blocks_would_have_drawn;
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