I know this is essentially a duplicate, but this wasn't ever answered. I'd like to mention that I have followed the tutorial for using SFML along with Visual Studio, and I'm running a 64-bit project with 64-bit SFML. The window loaded instantly a few times, and now consistently takes 40 seconds to open on new builds/debugs. I also have the downloading of debug symbols off. My graphics drivers are up to date and my HDD is fine. This is the code:
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");//This one
sf::CircleShape shape(100.f);
shape.setFillColor(sf::Color::Green);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(shape);
window.display();
}
return 0;
}
Everything runs at normal speed, except for RenderWindow, which again, takes exactly 40 seconds every time. Does anyone know how I could fix this? I've been having this issue for a few weeks now.
e: Could it be my CPU? It's not the best but I can still run most games just fine as I have a 1050ti. My current CPU is an i5-2500k, although I believe I got the same issue on an A10-5800k.
EDIT: Before you resort to the solution below, try updating your keyboards firmware! You're most likely using a Corsair keyboard, so download Corsair's iCue and update your keyboard drivers. This will most likely fix these issues. If it didn't work, then try the following:
Since OP didn't reply any further, I tried to find a workaround myself, as this issue still exists in 2020. This workaround requires you to compile the libraries yourself. So download the source code and change the following:
WindowImpl.cpp
, navigate to the function WindowImp::WindowImp
and comment out the whole function body.WindowImpl.cpp
, navigate to WindowImp::popEvent
and comment out the call to processJoystickEvents
As long as you don't use the Joystick part of SFML this should work without issues.