// order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
DebugScript script;
- scr.DebugFontInit("fonts/DejaVuSansMono.ttf");
+ scr.DebugFontInit("fonts/DejaVuSansMono.ttf", 32);
scr.SetMouseHandler(RatCatcher);
if (script_filename)
printf("%lu\t%f\t%f\t%f\t%f\t%f\t%f\n", (long unsigned int)frames, total_real_time, total_cpu_time, total_gpu_time, real_frame, cpu_frame, gpu_frame);
data_points++;
}
+
+ scr.DebugFontPrintF("View Width = %s m\n", Str(view.GetBounds().w * VReal(22e-3)).c_str());
+ scr.DebugFontPrintF("Similar size: %s\n", HumanScale(view.GetBounds().w * VReal(22e-3)));
+
+ #if 0
scr.DebugFontPrintF("Rendered frame %lu\n", (uint64_t)frames);
scr.DebugFontPrintF("Lazy Rendering = %d\n", view.UsingLazyRendering());
if (cpu_frame > 0 && total_cpu_time > 0)
{
scr.DebugFontPrint("Doing rendering using CPU.\n");
}
+ #endif // 0
+
scr.Present();
}
}