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Re: slow OpenGl or RunLoop misunderstanding ?

From: Richard Frith-Macdonald
Subject: Re: slow OpenGl or RunLoop misunderstanding ?
Date: Tue, 16 Jan 2007 06:23:21 +0000

On 15 Jan 2007, at 20:25, wrote:

  [_scene glDrawFrame];

  [[self openGLContext] flushBuffer];

I've tried to comment out the 3 last lines :
- when all 3 lines disabled I get 3040 FPS ! (yes, 3 thousands)
- when i left any of the lines I get 380-480 FPS... (4 hundreds)

It looks like my opengl is so slow... (not accelerated ? why ?!)

I agree that it looks like there may be a hardware acceleration problem. Perhaps you could try hacking initWithFormat:sharedContext: to see if changing any of the context initialisation will effect things (when googling this I saw a comment somewhere about direct rendering disabling acceleration on some system).

and RunLoop has no responsability (no "wait state").


PS: Richard, do you know you dont reply to the list ?

No, just an oversight.

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