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fip

Member Since 25 Nov 2012
Offline Last Active Jan 23 2013 05:37 AM

Posts I've Made

In Topic: dramatic fps drop when using transparent texture

16 December 2012 - 05:46 AM

Hi, ive replaced SDL.lib and SDLmain.lib in release mode and this is what i get with one of the code examples:

Screen BPP: 24
Vendor : Microsoft Corporation
Renderer : GDI Generic
Version : 1.1.0
Extensions : GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
SDL_GL_RED_SIZE: requested 8, got 8
SDL_GL_GREEN_SIZE: requested 8, got 8
SDL_GL_BLUE_SIZE: requested 8, got 8
SDL_GL_DEPTH_SIZE: requested 24, got 32
SDL_GL_DOUBLEBUFFER: requested 1, got 1
SDL_GL_ACCELERATED_VISUAL: requested 1, got 1

still no hw acceleration.....

i dont know if i should ask in the nvidia forums or rather in the dell xps forums as it's more related to my computer configuration....

Do you have any other idea?

In Topic: dramatic fps drop when using transparent texture

15 December 2012 - 09:34 AM

Hi slicer4ever,

I would rather prefer if u could provide me with the modified SDL library for x86 :) as im not very used to compile libraries with visual studio.

In Topic: dramatic fps drop when using transparent texture

15 December 2012 - 02:50 AM

Hi,
thanks for the response.
ive made the changes you suggested and still doesnt get HW acceleration. Ive also modified the "bpp" bits per pixel parameter and set it to 0 and get the same result i get by default 8 bpp.

So nothing changed. You want me to try anything else?

In Topic: dramatic fps drop when using transparent texture

14 December 2012 - 12:35 PM

i've attached a program i wrote to test your video settings, tell me if it still gives you an generic rendering context.


Hi slicer4ever, with your program i do get hardware acceleration!!! This program is running on my gpu.
Here is the output

VIDEO CONTEXT INFORMATION
VENDOR: NVIDIA Corporation
RENDER: GeForce GT555M/PCIe/SSE2
VERSION: 4.2.0
COLOR BITS: 32
DEPTH BITS: 24

Can you tell me what did you use to create the window?

In Topic: dramatic fps drop when using transparent texture

14 December 2012 - 04:22 AM

you said that lesson 1 of the nehe tutorials does give you an hardware accelerated context.

looking at the tutorial, it seems to specify 16 BPP(doesn't specify bits per color component), and a 16 bit z-buffer.

don't know if that will help, but perhaps we should step back and see why that works, but sdl does not.


Yesterday i was playing a bit with the code that creates an accelerated rendering context changing the SUPPORT_OPENGL feature as well as the pixel format to PDF_FORMAT_GENERIC and i wasnt still getting HW ACCELERATION, i ll keep messing with it til i find a way to disable hardware acceleration.
That may be a way to investigate yes.

i've attached a program i wrote to test your video settings, tell me if it still gives you an generic rendering context.


Thanks, I ll try it as soon as i can.

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