# SDL OpenGL Performance under Windows

**URL:** <https://discourse.libsdl.org/t/sdl-opengl-performance-under-windows/3758>\
**Category:** SDL Development\
**Created:** [January 16, 2001, 7:26pm UTC](https://discourse.libsdl.org/t/sdl-opengl-performance-under-windows/3758 "2001-01-16T19:26:15Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Marco\_Iannaccone](https://discourse.libsdl.org/letter_avatar_proxy/v4/letter/m/ba9def/32.png) [@Marco\_Iannaccone](https://discourse.libsdl.org/u/Marco_Iannaccone)\
**Post date:** [January 16, 2001, 7:26pm UTC](https://discourse.libsdl.org/t/sdl-opengl-performance-under-windows/3758/1 "2001-01-16T19:26:15Z")

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I tried a little OpenGL program under Windows, using WinAPI and then SDL. I  
noticed (despite the WinAPI even does something more (it has music with FMOD  
and a mobile camera) ) that the SDL version looks less fluid and “stable”(I  
mean, visively). Why does it happen so. I configured OpenGL mode this way:

SDL\_GL\_SetAttribute( SDL\_GL\_RED\_SIZE, 8 );  
SDL\_GL\_SetAttribute( SDL\_GL\_GREEN\_SIZE, 8 );  
SDL\_GL\_SetAttribute( SDL\_GL\_BLUE\_SIZE, 8 );  
SDL\_GL\_SetAttribute( SDL\_GL\_BUFFER\_SIZE, 32 );  
SDL\_GL\_SetAttribute( SDL\_GL\_DEPTH\_SIZE, 16 );  
SDL\_GL\_SetAttribute( SDL\_GL\_DOUBLEBUFFER, 1 );

SDL\_SetVideoMode( 1024, 768, 32, SDL\_OPENGL | SDL\_FULLSCREEN |  
SDL\_DOUBLEBUF ) ;

Under WinAPI, I obviously configued similarly.–  
Marco Iannaccone @Marco_Iannaccone  
ICQ: 18748121 Tolkien

"What is real? How do you define real? If you’re talking about your  
senses, what you feel, taste, smell, or see, then all you’re talking about  
are electrical signals interpreted by your brain."  
Morpheus - The Matrix
