help with SLOW graphics
i am following the tuts from nehe and they work nicely. the only problem that i am having with the software is i get approx. 2 frames per second. my program is only pushing 14 triangles. im assuming im using the CPU for all of the processing. my question is does nehe's code use the GPU for drawing? if it does then does anybody have any suggestions for me?
if it helps im using VC++ 6.0 on a 1.67GHz Athlon XP, 512MB @ 400MHz RAM, GF2Ti.
[edited by - adam17 on January 11, 2003 3:09:14 PM]
Have you downloaded and installed drivers for your video card? If not, you''d want to go to nvidia.com and find some, in your case. The default drivers that come with Windows (what I assume you''re using, as you mentioned MSVC) are pretty old (pre-XP) or crippled (XP).


i adjusted the zbuffer and i didnt get any performance increase.
if anybody wants i can post my code.
if anybody wants i can post my code.
I''m assuming you don''t have framerate troubles with any of your games? If not, I doubt it''s a driver problem.
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all of the professional games that i have ie quake, ut2k3 they all run fine with average framerates.
make absolutly sure you zero the memory in your pixelformat discriptor stucture before you start setting the various values you want. And make sure these are valid values, such as no accumulation buffer, etc.
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im not exactly sure what you are talking about but here is the descriptor:
all of this is written in the BOOL CreateGLWindow function.
[edited by - adam17 on January 11, 2003 7:34:24 PM]
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored Z_Buffer, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored };
all of this is written in the BOOL CreateGLWindow function.
[edited by - adam17 on January 11, 2003 7:34:24 PM]
ok, that all looks ok, (the pixel format discriptor is the most common place you can cause a gl window to run in software).
what numbers are you using for ''bits'' and ''Z_buffer''?
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what numbers are you using for ''bits'' and ''Z_buffer''?
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