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Visual studio sfml static font resource
Visual studio sfml static font resource




visual studio sfml static font resource
  1. VISUAL STUDIO SFML STATIC FONT RESOURCE FULL
  2. VISUAL STUDIO SFML STATIC FONT RESOURCE CODE

Also giving fine control over the batching may end up with quite some API bloat. Batching systems can end up being specific to a specific use case, where SFML can only speculate. If you do 100 draw calls, you DO 100 draw calls.

  • There is indeed no batching, I'd say intentionally, as in "you get what you ask for".
  • SFML is super good overall though, the main actual problem is just the performance, everything else is quibbles For more common use cases or especially beginners using tcp/udp through sfml, this would solve a lot of use cases for networking being reliable and performantīeing able to dynamically change the window style to borderless would have been helpful when dealing with an opencl/opengl interop application, due to recreating the window invalidating the context and thus killing opencl resources

    VISUAL STUDIO SFML STATIC FONT RESOURCE FULL

    A full steam p2p style autostun networking system is definitely too much to ask, but with the standardisation of QUIC it might be worth finding an implementation (boost is working on http3 so I imagine they'll provide a socket for quic) and building it in. This isn't really a criticism: Sfml implements wrappers around tcp and udp, but in practice for some game dev that needs reliable but fast networking neither work out of the box. Some sort of abstraction so you could say 'only these things are dirty' would be nice but this is probably not important overall as people who need the performance can probably do this themselves Unfortunately you then have to go digging through the sfml source to figure out what you actually want to reset instead.

    visual studio sfml static font resource

    Renderwindow push/pop/resetglstates are incredibly heavy even when you only really messed up a small part of the pipeline. RenderTexture doesn't support AA in the same way that renderwindow does I haven't dug through the source to find out why though I suspect this might be because imgui has a central render loop where state is only bound as need be, whereas sfml is object oriented and can't rely on that so easily. Sfml font (and probably in general) rendering performance is notably worse than imgui, about half speed or worse, in situations that are batched similarly.

    visual studio sfml static font resource

    VISUAL STUDIO SFML STATIC FONT RESOURCE CODE

    I did hack in some code for this so I might contribute it, as well as a shader to get more accurate coloured font rendering Sf::keyboard doesn't support a full set of keys Basic shape rendering also seems to be much slower than constructing a vertexarray manually and rendering that, which is confusing It doesn't do batching so it takes a relatively small number of basic shapes to tank performance. Its super easy to use and generally great but there are some definite shortcomings I've been using sfml for everything for a while, for game dev.






    Visual studio sfml static font resource