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help with SLOW graphics

Started by January 11, 2003 02:06 PM
19 comments, last by adam17 22 years, 1 month ago
i have been messing around with my PixelFormatDescriptor to see if i could get my program to run faster. i implemented a renderer check. what it does is tell me whether the computer is software or hardware rendering. whenever i run it it tells me i am software rendering. could i be missing a file? are my settings right in the PixelFormatDescriptor?
I would try:

16 and 16

32 and 24

24 and 24

see what happens.

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i hate to say it but those do not work either.
am i missing anything like a file or is there one little line wrong?

[edited by - adam17 on January 12, 2003 11:09:53 PM]
This might sound stupid, but is there an OpenGl32.dll in the same folder as the exe you''re making.
and on a side note, I''m using the GF2MX and find that the 30.82 drivers best. American McGee''s Alice worked like CRAP, and I mean CRAP...even the menu was slow like nasty. but with the 30.82 drivers it worked like a charm.
Forgive me if this is something you did long ago, but make sure you are building the programs in release mode.
thinking about it, it may be something different.

even in software an athlon should be able to push more than 28 tirangles a second..

does changing the resolution significantly have any great effect on the frame rate..?

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i checked my build and i was doing both release and DEBUG mode. the only problem im having now is linking. it gives the error "unresolved external symbol _auxDIBImageLoadA@4". weird. i have no idea what it means. any clues? the textures are there.
nevermind i fixed the problem.
1. i was running in debug mode
2. and i didnt link the libraries

thank you so much for helping me.
if you build your engine ''the right way'' it''s my opinion it still should be completly playable in a debug build...

of course if your only using glVertex then all that falls apart..

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what do u mean "using glVertex makes it all fall apart"?
another thing is i have built in a test to see how my program is rendering. it determines whether it is rendering by software or hardware. checking them takes the following lines:


  	PixelFormat = ChoosePixelFormat(hDC,&pfd);	PIXELFORMATDESCRIPTOR pfd_new;	DescribePixelFormat (hDC, PixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd_new);	int generic_format = pfd_new.dwFlags & PFD_GENERIC_FORMAT;	int generic_accelerated = pfd_new.dwFlags & PFD_GENERIC_ACCELERATED;	if(generic_format && ! generic_accelerated)	{		MessageBox(NULL, "Software Rendering", "Rendering Mode", MB_OK|MB_ICONEXCLAMATION);	}	else if(generic_format && generic_accelerated)	{		MessageBox(NULL, "Hardware Rendering - MCD", "Rendering Mode", MB_OK|MB_ICONEXCLAMATION);	}	else if(!generic_format && generic_accelerated)	{		MessageBox(NULL, "Hardware Rendering - ICD", "Rendering Mode", MB_OK|MB_ICONEXCLAMATION);	}	else if(!generic_format && !generic_accelerated)	{		MessageBox(NULL, "Software Rendering. Nothing is true", "Rendering Mode", MB_OK|MB_ICONEXCLAMATION);	}  


this is all that i have to check for rendering. am i missing anything like files? i have "glut32.dll, glut.dll, and opengl32.dll" in the root folder of my program.

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