3D Game Engine Design and Implementation (7)
Yesterday when debugging the code yesterday, I found a lot of CPU resources. I don't know what problems there. This can be really unhappy. When you are discouraged, you find out why don't use the frame rate to see how many frames have been displayed. Then add the frame rate, output when debugging, found only 2 to 5 frames per second, why is it so small? I have to go to my hand to find out why it is so slow. You can only use the most stupid way, first check the device type because it determines the main factors. Then go to create a function of the D3D device, and find that the parameter of the creation device type is REF, which is the use of standard devices, use software simulation, and thinking: no slowness. All things are implemented in software. The reason is definitely here, then track why the HAL type device cannot be created. Finally, I found the reason, I corrected it, and the results showed more than 60 frames. Finally solve a problem.
When debugging the window and full screen mode, the debugger and VC deadlock have often occurred. It seems that this switching is unable to debug, and can only write log implementation debugging.