3D game engine design and implementation (7) _ Engine
Source: Internet
Author: User
3D game engine design and implementation (7) Yesterday in debugging code, found that a large number of CPU resources, I do not know what the problem there, this can really start, is distressed, emergent found, why not frame rate to see how many frames shown. The next step is to add the frame rate up, in the debugging output, found only 2 to 5 frames per second, why so little. Where to go to find out why it's so slow. Only in the stupidest way, first look at the device type, because it determines the main factor. Then go to create the function of the D3D device debugging, found that the type of device to create the parameter is ref, is the use of standard equipment, software simulation, in the mind: not slow to blame it. All things are implemented in software. The reason must be here, and then keep track of why you can't create a HAL-type device. Finally found the reason, corrected, the results are shown to more than 60 frames. Finally solved a problem. In the Debugging window and Full-screen mode, also often appear debugger and VC deadlock problem, it seems this switch is not a single step debugging, can only write log implementation debugging.
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