Remove per-frame profiling instrumentation and periodic debug logging

Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
This commit is contained in:
Kelsi 2026-02-23 04:26:20 -08:00
parent e8c2344226
commit 820a36ac12
5 changed files with 4 additions and 100 deletions

View file

@ -658,13 +658,6 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
renderedChunks = 0;
culledChunks = 0;
// Periodic culling summary (every ~5s at 60fps)
static int renderCallCount = 0;
if (++renderCallCount % 300 == 1) {
glm::vec3 cam = camera.getPosition();
LOG_INFO("Terrain render call: total=", chunks.size(), " cam=(", cam.x, ",", cam.y, ",", cam.z, ")");
}
for (const auto& chunk : chunks) {
if (!chunk.isValid() || !chunk.materialSet) continue;
@ -692,10 +685,6 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
renderedChunks++;
}
// Log culling result periodically
if (renderCallCount % 300 == 1) {
LOG_INFO("Terrain culling: rendered=", renderedChunks, " culled=", culledChunks);
}
}
void TerrainRenderer::renderShadow(VkCommandBuffer /*cmd*/, const glm::vec3& /*shadowCenter*/, float /*halfExtent*/) {