Understanding debug FPS labels

Now, when we know that the frame rate is important, let's have a look once again at those debug labels that are displayed in the left bottom corner. Refer to the following screenshot:

Understanding debug FPS labels

The following explains each numbered line shown in the preceding screenshot:

  1. The number of OpenGL draw calls per frame: Each call to the OpenGL draw function has a performance cost. We have four objects in our scene: background, bird, hunter's torso, and his legs. This gives us four OpenGL draw calls. If you add one more bird to the scene, this number will increase to five and so on. Soon, I will show you how to draw several objects in ...

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