does someone know why the "X11 (XFree 4.x Linux) GLX with indirect rendering"
stuff is so extreme slow (with slow i mean: fps[GLX] = fps[MesaX11]/20 )
and: why has the X-process 100% CPU-load and not my application?
(top shows nearly 100 CPU% for the X-process)
Indirect == no OpenGL hardware == CPU is doing all the work == SLOW!
the problem is:
i) fps-measurement in the style:
a = startclock();
b = stopclock();
does not work
the difference b-a is very small - mostly 0
(but with mesaX11 and hw-rendering it has a sensible value)
last = SDL_GetTicks ();
frames = 0;
// Make sure we draw SOMETHING while we load - garbage screens suck!
// Frame loop
// Do this at the beginning of the frame, small speedup
now = SDL_GetTicks ();
if (now >= last + 250)
printf ("%4.2f fps\n", frames / (now - last) * 4.0f);
last = now;
done = true;
This isn’t very clean, but it demonstrates a better framecounter. 1/4
second is about all that is reasonable for a person to read. The printf
most likely would be a function to draw the counter on the screen.
ii) sdl-eventhandling is not usable.
(reaction time bigger than 10 sec. on a PIII/600)
and i can barely move the mouse while the app is running …
I am betting you have no time to handle events since you don’t have a
working OpenGL implementation in hardware.
i have tried different versions of X 4.x with different GFX-cards.
the problem appears only with glx in indirect rendering mode.
MesaX11 and direct rendering (radeon, geforce, …) works as expected.
Indirect rendering is measured in seconds per frame, not frames per
second.On Fri, Apr 19, 2002 at 05:54:14PM +0200, Klaus Gieb wrote:
Joseph Carter Available in cherry and grape
“Debian: no hats or reptiles were harmed in the making of this distribution.”
– Paul Slootman
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