Delay update of debug string rendering
More meaningful to see values update over a larger period of time than instantaneously.
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@ -304,24 +304,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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v2 tileSize = (CAST(f32)state->tileSize.w, CAST(f32)state->tileSize.h);
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renderer_backgroundTiles(&state->renderer, tileSize, world, atlas, tex);
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#endif
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#ifdef WT_DEBUG
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Entity *hero = &state->entityList[state->heroIndex];
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Font *font = &assetManager->font;
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char textBuffer[256];
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snprintf(textBuffer, ARRAY_COUNT(textBuffer), "Hero Pos: %.2f,%.2f",
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hero->pos.x, hero->pos.y);
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renderer_debugString(&state->renderer, font, textBuffer);
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snprintf(textBuffer, ARRAY_COUNT(textBuffer), "Hero dPos: %.2f,%.2f",
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hero->dPos.x, hero->dPos.y);
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renderer_debugString(&state->renderer, font, textBuffer);
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snprintf(textBuffer, ARRAY_COUNT(textBuffer), "FreeEntityIndex: %d",
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state->freeEntityIndex);
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renderer_debugString(&state->renderer, font, textBuffer);
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#endif
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/* Render entities */
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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@ -333,5 +315,35 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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debugRenderer.init = FALSE;
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#ifdef WT_DEBUG
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LOCAL_PERSIST f32 debugUpdateCounter = 0.0f;
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LOCAL_PERSIST char debugStrings[256][64] = {0};
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LOCAL_PERSIST i32 numDebugStrings = 0;
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Font *font = &assetManager->font;
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if (debugUpdateCounter <= 0)
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{
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Entity *hero = &state->entityList[state->heroIndex];
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snprintf(debugStrings[0], ARRAY_COUNT(debugStrings[0]),
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"Hero Pos: %06.2f,%06.2f", hero->pos.x, hero->pos.y);
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numDebugStrings++;
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snprintf(debugStrings[1], ARRAY_COUNT(debugStrings[1]),
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"Hero dPos: %06.2f,%06.2f", hero->dPos.x, hero->dPos.y);
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numDebugStrings++;
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snprintf(debugStrings[2], ARRAY_COUNT(debugStrings[2]),
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"FreeEntityIndex: %d", state->freeEntityIndex);
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numDebugStrings++;
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const f32 debugUpdateRate = 0.15f;
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debugUpdateCounter = debugUpdateRate;
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}
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for (i32 i = 0; i < numDebugStrings; i++)
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renderer_debugString(&state->renderer, font, debugStrings[i]);
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debugUpdateCounter -= dt;
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debugRenderer.init = FALSE;
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#endif
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}
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