last_Second = tickCountMicro();
-#ifdef FPSUPS
- cout << "ups:\t" << ups << endl;
- cout << "fps:\t" << fps << endl;
-#endif
+ if(cfg::showFPS())
+ {
+ cout << "fps:\t" << fps << endl;
+ }
+ if(cfg::showUPS())
+ {
+ cout << "ups:\t" << ups << endl;
+ }
}
}
{
game::draw();
+ SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
+
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);