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Member Since 11 Apr 2007
Offline Last Active Feb 27 2015 02:38 PM

Topics I've Started

Windows program priority

02 February 2012 - 04:05 AM

Some times a program that used to have a high CPU usage, but is now idling, prevents my current game build from hogging enough CPU processing power it needs. Ironically this doesn't bother the run-time so much, but the loading times become atrocious. While I feel this is not an issue with my program but that of the other program in question (specifically, Opera internet browser) (*), I'd love to know is there a way to tell Windows that my program needs all the juice it can get for the time being? You know, something like what the thread priorities do within the program itself, only for the program in general within Windows processes.

Any help is greatly appreciated.

(*) I deducted this from the fact that the instant I force Opera shut from Task Manager and restart my game, the issue gone.

The final word on stencil buffer and FBOs

07 January 2012 - 04:59 AM

I've been reading from all sorts of Internet articles about trying to get stencil buffer to work within Frame Buffer Objects and what I've encountered is a massive amount of conflicting information. Some articles say it doesn't work, others say it does but requires the use of Depth Buffer as well - and a couple mention potential hacks using multiple FBOs. So, what exactly is the case with Stencil Buffers and FBOs?

What I really need is an FBO with just color and stencil buffers - adding a depth buffer I do not use results a serious framerate dip. Is there a special multi-FBO work-around to do this or this a lost cause?

Any help is appreciated.

Windows OpenGL and choosing from multiple video cards

16 September 2011 - 01:15 PM


I've run into a small issue on one machine with two video cards. The other is used mainly to run web solutions simultaneously with high-end stuff running on the main NVidia card. For some reason no matter how I initialize OpenGL window, it uses the low-end video card and drivers. I assume this is because it is OpenGL compatible as well as was actually installed prior to NVidia card, thus having its drivers showing up in the registries first.

I know this is mainly user/OS side driver/config issue, but I'd love to create a user-friendly way to go around this; Simply by allowing user choose the display driver from the ones available if the default doesn't suit his/her/its needs.

So, is there a way to force OpenGL Windows application to choose a different video card / driver as opposed to the one Windows defaults it to?

I didn't manage to find any articles / topics about this, but feel free to point me to one if this has already been discussed elsewhere.

Resizing the texture in memory

07 August 2009 - 03:50 AM

I'm sitting here wondering if it is possible to resize the texture based on image data already loaded? Code-wise the resizing would ideally take place between glGenTextures and glBindTexture and glTexImage2D. I've been scanning through OpenGL references but I can't seem to find anything. Either there isn't one or my eyes are getting too sore :-/

Keeping Windows 'busy'

01 September 2008 - 08:25 PM

What is the proper way of keeping Windows busy during game loop? You know, in a way it prevents Windows from getting idle and thus activating screensavers, search indexers, scheduled scans and so on. I currently just prevent screensaver from happening, but that doesn't affect idling status of the OS. So, any ideas? Any help is greatly appreciated. PS: Sorry if this topic has already been covered, I didn't find it while searching.