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Re: Problems in windowed mode



I'll second this... my app was running in windowed mode on a 500Mhz G4 +
ATI Rage 128 Pro at around 60-70fps with ~250 polygons. I removed
several glPush/PopAttrib blocks, and without ANY other changes I was at
nearly 300fps! :) I've since gone through and changed all such blocks
to explicit state queries (glGet...) of any state I'm going to change,
followed by minimally resetting just those values that did in fact
change. It's not much more work, and it's essentially free except when
there really is an expensive state change required.

Dan Herman
digitalfish films
email@hidden


Ben Spees wrote:
>
> On 12/3/00 1:43 AM, nicolasb <email@hidden> wrote:
>
> >The problem we face is that even when only 100 polygons are rendered in the
> >buffer, it is extremely slow.
> >For example, on a G3 300Mhz with an ATI Rage Pro 6Mb, it takes something
> >like 40 milliseconds to render 100 polygons. In the best case, we can only
> >render 25 frames per second. It is possible that the "windowed" mode tends
> >to slow things down? Or is there a problem with our OpenGL implementation?
>
> I'm not sure if this is your problem, but I notice you're using
> glPush/PopAttrib. I have found these calls to cause a MAJOR slowdown, for
> whatever reason. I'd recommend avoiding them if at all possible. It's
> much faster to do specific glEnable/Disable calls.


References: 
 >Re: Problems in windowed mode (From: Ben Spees <email@hidden>)



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