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Would you believe that the debug label drawing takes up 20% of drawing time?
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@ -69,6 +69,7 @@ class Applet(pyglet.window.Window):
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self.orbit = True
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self.running = True
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self.moving = True
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self.info_precise = False
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self.tick = self.world.tick_length
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# On standard world: 10x is one day per second, 100x is 10 days, 300x is a month
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@ -207,6 +208,8 @@ class Applet(pyglet.window.Window):
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self.debug = not self.debug
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elif symbol == key.O:
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self.orbit = not self.orbit
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elif symbol == key.P:
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self.info_precise = not self.info_precise
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elif symbol == key.ENTER:
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self.running = not self.running
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elif symbol == key.INSERT:
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@ -316,7 +319,7 @@ class Applet(pyglet.window.Window):
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glCallList(entity.atmosphere)
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glPopMatrix()
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if hasattr(entity, "cloudmap") and entity.cloudmap:
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if not texture.badcard and hasattr(entity, "cloudmap") and entity.cloudmap:
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glPushMatrix()
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glEnable(GL_ALPHA_TEST)
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glTranslatef(*entity.location)
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@ -352,10 +355,15 @@ class Applet(pyglet.window.Window):
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if self.info:
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ortho(width, height)
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self.label.text = ('%d FPS @ (x=%.2f, y=%.2f, z=%.2f) @ %s, %s/s\n'
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if self.info_precise:
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info = ('%d FPS @ (x=%.2f, y=%.2f, z=%.2f) @ %s, %s/s\n'
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'Direction(pitch=%.2f, yaw=%.2f, roll=%.2f)\nTick: %d' %
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(self.fps, c.x, c.y, c.z, self.speed, self.get_time_per_second(),
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c.pitch, c.yaw, c.roll, self.world.tick))
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else:
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info = ('%d FPS @ (x=%.2f, y=%.2f, z=%.2f) @ %s, %s/s\n' %
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(self.fps, c.x, c.y, c.z, self.speed, self.get_time_per_second()))
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self.label.text = info
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self.label.draw()
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glPushAttrib(GL_CURRENT_BIT | GL_LINE_BIT)
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