I honestly wouldn't worry too much about it. I tried a bare-bones OpenGL
window with only a FPS counter using sprintf on my own computer (P4 2Ghz,
GeForce Ti4400, 1Gb RAM) and I was getting a consistant 62FPS in both full
screen and windowed modes. On my girlfriend's computer at the moment (P3
1Ghz, 128Mb RAM, 16Mb generic video card) the exact same program is getting
an average 700-800FPS in windowed mode and as high as 1200FPS in full screen
mode. Rather than assume sprintf is evil and the cause of your 50FPs, try
calling sprintf 20 times in each frame. If your result is still 50FPS like
I'm guessing will be the case, it's not sprintf which is slowing things
down.
Buggered if I know what is though...
Re:
Depends if you are writing to windows or within your opengl app I wouls
think. I know DirectX has classes for writing to its screen and things.
>From: Neszt Tibor <ne...@ss...>
>To: dev...@li...
>Subject: [Dev-C++] sprintf - 50fps
>Date: Thu, 31 Jul 2003 10:52:59 +0200 (MET DST)
>
>Hello!
>
>#1:
> Should I use the sprintf within an opengl application? I'm worrying about
>the speed. Is sprintf taking a long time? (As I tried it, I can not feel
>any fall-off)
>
>#2:
> Am I know right, that the last stable version of dev-c++ is the 4.0? What
>about the new stable versions? (I mean, not beta)
>
>#3:
> How to force the dev-c++ to generate .o file to from every .c included
>file? I think, this could make speed up the compiling process.
>
>
>Thanks Your help in advance,
>
>Regards,
>
>Neszt Tibor
>
>
>
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