Hello, I’m working on an OpenGL SDL application that will eventually
work in both fullscreen and windowed mode. I can currently set the
GL attributes, and initialize a fullscreen or windowed surface,
but OpenGL rendering in fullscreen mode takes a lot longer than
in a window, and makes animating even small models look very jerky.
I’m setting a 32bit video mode, with 8 bits for red, green, blue,
and alpha each, a 32bit depth buffer, and doublebuffering.
This is my call to SetVideoMode:
screen = SDL_SetVideoMode(800, 600, 32,
SDL_OPENGL|SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_FULLSCREEN|SDL_ANYFORMAT);
the acquired depth is always 32, and the flags on the surface get
returned as SDL_FULLSCREEN|SDL_HWSURFACE.
Any help would be appreciated.
Maciej Babinski
@Maciej_Babinski
Does your 3D adapter support 800x600 32bit GL acceleration? For grins,
try 24 and 16 and see if you notice a difference. I’ve got a GeForce2 MX
400 and tend to work with 16bit though 24bit seems to work fine… One
day I hope to have a G3Ti, but if your app is going to be used by a lot
of regular joes like myself with older 3D cards, you may want to explore
accomodating lower bitdepths for better performance…
Cheers,
Mike
Maciej Babinski wrote:> Hello, I’m working on an OpenGL SDL application that will eventually
work in both fullscreen and windowed mode. I can currently set the
GL attributes, and initialize a fullscreen or windowed surface,
but OpenGL rendering in fullscreen mode takes a lot longer than
in a window, and makes animating even small models look very jerky.
I’m setting a 32bit video mode, with 8 bits for red, green, blue,
and alpha each, a 32bit depth buffer, and doublebuffering.
This is my call to SetVideoMode:
screen = SDL_SetVideoMode(800, 600, 32,
SDL_OPENGL|SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_FULLSCREEN|SDL_ANYFORMAT);
the acquired depth is always 32, and the flags on the surface get
returned as SDL_FULLSCREEN|SDL_HWSURFACE.
Any help would be appreciated.
Maciej Babinski
maciej at imsa.edu
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