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hey,
i''m building a project (it''s not really important what kind of a project) in OpenGL. my desktop resolution is traditionally 32 bit 1152x864, so to avoid screen mode switching i usually test all my programming projects at that resolution as well.
anyway, since i don''t really change screen modes often i hadn''t noticed this earlier, but when i ran the little game of mine on different resolutions, here''s what i got:
32bit 640x480 : app. 165 fps
32bit 800x600 : app. 140 fps
32bit 1024x768 : app. 105 fps
and finally,
32bit 1152x864 : app. 50 fps
huh? i say. why so few fps at that resolution? i''m using a P3 450, 160Mb RAM, 32Mb Riva TNT2 UltraGamer gpu.
could someone explain to me why there''s such a huge gap in fps so suddenly. my game features basically no complex objects, no masking, particle effects, etc.
just one more thing - is 10000.0f too much for gluPerspective to handle as view distance? i haven''t really done any 3D programming before, so this whole conceptual part is a bit fuzzy for me
thanx!
crispy
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"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared
fillrate - the card can only update so many pixels a second. remember that going from 640 * 480 to 1280 * 960, youve doubled the dimensions, but quadrupled the area. that drop looks to be perfectly reasonable in my opinion.
its not that gluPerspective cant handle a far far far clip plane, but the depth buffer gets pretty inaccurate.
its not that gluPerspective cant handle a far far far clip plane, but the depth buffer gets pretty inaccurate.
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