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Multiple NSOpenGLPixelFormats - performance issue
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Multiple NSOpenGLPixelFormats - performance issue


  • Subject: Multiple NSOpenGLPixelFormats - performance issue
  • From: nick briggs <email@hidden>
  • Date: Tue, 17 Jan 2006 09:57:26 +0000

I have between 1- 5 NSOpenGLViews layed out in an NSWindow using: [ [window contentView]addSubview:glview].

Each NSOpenGLViews is created with a NSOpenGLPixelFormat matching an external display via CGDisplayIDToGLDisplayMask().

This way I can simultaneously display each of my 1-5 scenes in the NSWindow and on an external display using a separate fullscreen NSOpenGLContext per scene / display.

This works perfectly when only 1 external display is attached, but becomes *extremely* slow when additional displays are used, regardless of wether I actually create the contexts for the external displays - simply creating the windowed contexts with pixel formats matching the external displays is enough to cause the problem.

If I change my code so that each context is mapped to the Main display then the windowed contexts perform just fine. Likewise if I disable my windowed contexts then the external contexts perform perfectly also.

So , the problem appears to be NSOpenGL's handelling of multiple pixel formats? Actually the problem seems similar to the performance hit seen when a window associated with an NSOpenGLContext is dragged across two displays. Incidentally calling currentVirtualScreen reports '0' for each context.

Any ideas of feasability / how to fix this are most welcome.

Nick




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