Problems with text display

I have had a display for frames per second, passed checkpoints and so on for quite some time now. It does work as it should, but I’ve got a small performance problem.

Such problems are usually best illustrated with a little graphic, so here is a graph showing my processor usage:

Usage starts at 75%, but suddenly goes to 95-100% constantly

The jump is right there, where I activate the text display in my game. Sampling the thing with Shark shows that my program spends about 20% of its time recalculating the texture where the text is written (this is required every frame). No idea yet how to solve this.

Oh, by the way, my game does not use so much power of a 2.1 Ghz G5. There are also Safari, Adium, NetNewsWire Lite, iChat AV, Mail, iTunes, Xcode, TextWrangler, Terminal, Chmox, Adress Book, TextEdit and Photoshop 7.0 and a lot of unix daemons running, but my game alone would not use so much power.

Something completely different: I’ve updated this site a little, adding meta-tags and links to the articles.

Written on December 16th, 2005 at 03:24 pm

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