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author | gregorycu <gregory.currie@gmail.com> | 2015-11-02 14:17:44 +1100 |
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committer | est31 <MTest31@outlook.com> | 2015-11-02 13:25:21 +0100 |
commit | 5c3546e459ede7fbdfc22b340ed6b2af5073ec5b (patch) | |
tree | 8e8fe551ba529f3b0606c522c1efc7f37cb281a0 /client/shaders/wielded_shader/opengl_vertex.glsl | |
parent | eabfe091b5ecfa6e53b70e08faf76df7f0684529 (diff) | |
download | minetest-5c3546e459ede7fbdfc22b340ed6b2af5073ec5b.tar.gz minetest-5c3546e459ede7fbdfc22b340ed6b2af5073ec5b.tar.bz2 minetest-5c3546e459ede7fbdfc22b340ed6b2af5073ec5b.zip |
Speed up saving of profiling data by 27x
On Windows Release x64 bit build this changes:
ProfilerGraph::put
1.68% -> 0.061%
ProfilerGraph::draw
12% -> 17.%
So yes, there is a tradeoff between saving profiling data
(executed always) and drawing the profiler graph (executed very rarely).
But usually you don't have the profiler graph open.
Diffstat (limited to 'client/shaders/wielded_shader/opengl_vertex.glsl')
0 files changed, 0 insertions, 0 deletions