3 ms·
I've found SFML to be quite inefficient if you use it naively (e.g. by using their built-in render target implementation or by creating a lot of sf::Sprite obje
by bananaboy 10y ago
I've found SFML to be quite inefficient if you use it naively (e.g. by using their built-in render target implementation or by creating a lot of sf::Sprite objects). There's no batching and they reset the current shader after every draw call so it never lazily sets it which can cause performance problems on some drivers. They set a LOT of OpenGL state unnecessarily. It's okay for prototyping things or if you really don't care but if you want to do things efficiently you need to start pulling it apart (or just go straight to OpenGL).