F(rames)PS Problem - Straight Forward...
Hey,
I have created an openGL demo, and it runs very well on my own computer and a few others, but often I hear problems that the app runs at 0 or 1 frames per second. This is obviously not a good thing, and I''m itching to get it solved.
If you think you could help, I would appreciate hearing your suggestions.
Here is a little informaion :
The demo uses textures (jpg and bmp), quads in display lists (textures clamped), transparency (alpha blending, whatever term you want to use), direct show to play a random music track, and displays/animates an .mdl model. Then there are the occasional routines to track key presses etc, but those are the basics of what the program uses.
Any ideas as to why the program might have such a terrible fps on some computers (these computers are totally adequate, they have 3d cards and run games sich as half-life without these problems).
I would be grateful to hear any suggestions you might have.
Thanks in advance,
Dachande
maybe they need to updat theyre openGL drivers..cause it could be rendering in software mode...
McDougal...DUCK McDougal
McDougal...DUCK McDougal
http://www.labino.net
It has to be a hardware issue. Not all card have GL hardware support.
download latest drives to make sure, although some cards will never have support (ATI Rage IIc for example).
download latest drives to make sure, although some cards will never have support (ATI Rage IIc for example).
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In case your problem has nothing to do with driver issues check your texture management. You cannot load 20MB of texture data into 16MB VRAM without swapping and even with 4x AGP this is usually terribly slow.
silk
P.S. If the slowdown is really texture dependant and you want to reduce size/number of textures, don''t forget that the framebuffers eats up VRAM too. 16MB of textures won''t fit into 16MB VRAM (without texture compression)!
silk
P.S. If the slowdown is really texture dependant and you want to reduce size/number of textures, don''t forget that the framebuffers eats up VRAM too. 16MB of textures won''t fit into 16MB VRAM (without texture compression)!
The entire program is no more than 5.5 mb, so at the very least I can rule out the possibility of loading too many textures on a 16 mb card.
It surprises me to think that so many people lack decent openGL drivers.. so just how common is this kind of problem?
Thanks for your help, and more suggestions are always welcome,
Dachande
It surprises me to think that so many people lack decent openGL drivers.. so just how common is this kind of problem?
Thanks for your help, and more suggestions are always welcome,
Dachande
I had horrible problems trying to distribute something that wasn''t using anything too advanced and should have run fine on anything with hardware support at all, but for some reason it threw a lot of machines into software rendering mode.
What you need to do is enumerate the OpenGL drivers in code, to be sure you''re invoking the hardware mode driver. Wish I had some code to help, but you should be able to find something on this.
What you need to do is enumerate the OpenGL drivers in code, to be sure you''re invoking the hardware mode driver. Wish I had some code to help, but you should be able to find something on this.
-=aSe=-
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