Profiling question

Hi all,

I have been profiling my OpenGL Quake3 level renderer, looking for
bottlenecks, and I can’t work out why I’m getting the following stats. I’m
using vanilla OpenGL on WinXP and SDL.

Why am I spending so much time in “WaitForMultipleObjectsEx” - is this
something that SDL calls for handling input ?

Thanks for any pointers.
David.

Method Name % in Method % with Children
Called Average
WaitForMultipleObjectsEx 77.41 77.41
3,134 14,701.37

BoxInFrustum(float,float,float,float,float,float)
2.81 2.81
152,081 10.98

bspQuickSortFaceArray(int,int)2.27 2.48
51,296 26.36
bspRenderTree(int,bool) 1.15 4.32
201,751 3.4
WaitForSingleObject 0.97 0.97
69,349 8.32
DrvSwapBuffers 0.85 1.17 847
598.89
DrvSetContext 0.81 0.81 1
479,359.01_________________________________________________________________________

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Hi all,

I have been profiling my OpenGL Quake3 level renderer, looking for
bottlenecks, and I can’t work out why I’m getting the following stats. I’m
using vanilla OpenGL on WinXP and SDL.

Why am I spending so much time in “WaitForMultipleObjectsEx” - is this
something that SDL calls for handling input ?

SDL calls MsgWaitForMultipleObjects() to check for input, but the timeout
is zero. ??

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment