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OpenGL Stupid VSYNC!!

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Ok, for some STUPID reason, VSYNC decided to stop working on my office computer. On my home computer, it works using the exact same EXE, source, etc. Here is my init:
//---------------------------------------------------------------------------------------------
//	Initialize Direct3D
//---------------------------------------------------------------------------------------------
int CScreen::InitD3D ( int resWidth,					// screen width
					   int resHeight,					// screen height
					   D3DFORMAT resFormat,				// resolution format of d3d
					   HWND hWnd,						// HWND pointer
					   BOOL bWindowedMode,				// windowed mode:false=fullscreen true=windowed
					   BOOL vsync)						// vsync enabled?
{
	// tell engine which wrapper we are using
	DirectX = true;
	OpenGL = false;

	// set variables
	ScreenWidth = resWidth;
	ScreenHeight = resHeight;

	// results
	HRESULT hr;

    //Make Direct3D object
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    //Make sure NULL pointer was not returned
    if (!d3d)
        return FALSE;

    //Get device capabilities
    ZeroMemory (&d3dCaps, sizeof(d3dCaps));
    if (FAILED(d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps)))
        return FALSE;

    //Setup present parameters
    ZeroMemory(&d3dPresent,sizeof(d3dPresent));
    d3dPresent.SwapEffect		= D3DSWAPEFFECT_FLIP;
    d3dPresent.hDeviceWindow	= hWnd;
    d3dPresent.BackBufferCount	= 1;

    //Check if windowed
    if (bWindowedMode)
    {
		fullscreen = false;
        D3DDISPLAYMODE d3ddm;
        RECT rWindow;

        //Get display mode
        d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);

        //Get window bounds
        GetClientRect (hWnd, &rWindow);

        //Setup screen dimensions
        resWidth = rWindow.right - rWindow.left;
        resHeight = rWindow.bottom - rWindow.top;

        //Setup backbuffer
        d3dPresent.Windowed = true;
        d3dPresent.BackBufferFormat	= d3ddm.Format;
        d3dPresent.BackBufferWidth	= rWindow.right - rWindow.left;
        d3dPresent.BackBufferHeight = rWindow.bottom - rWindow.top;
    }
    else
    {
		fullscreen = true;
        d3dPresent.Windowed = false;
        d3dPresent.BackBufferFormat = resFormat;
        d3dPresent.BackBufferWidth	= resWidth;
        d3dPresent.BackBufferHeight = resHeight;
    }

	// check for vsync
	if(vsync)
	{
		d3dPresent.PresentationInterval= D3DPRESENT_INTERVAL_ONE;
	}
	else
	{
		d3dPresent.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	}

    //Check if hardware vertex processing is available
    if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
    {    
        //Create device with hardware vertex processing
        hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,
							   D3DDEVTYPE_HAL,
							   hWnd,
							   D3DCREATE_HARDWARE_VERTEXPROCESSING,
							   &d3dPresent,
							   &d3dDevice);        
    }
    else
    {
        //Create device with software vertex processing
        hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,
							   D3DDEVTYPE_HAL,
							   hWnd,
							   D3DCREATE_SOFTWARE_VERTEXPROCESSING,
							   &d3dPresent,
							   &d3dDevice);
    }


    //Make sure device was created
    if (FAILED(hr))
        return FALSE;

    //Set vertex shader
    d3dDevice->SetVertexShader(NULL);
    d3dDevice->SetFVF(D3DFVF_TLVERTEX);

	//Setup orthographic projection matrix
	D3DXMatrixOrthoLH (&matOrtho, (float)resWidth, (float)resHeight, 1.0f, 10.0f);
	D3DXMatrixIdentity (&matIdentity);
	d3dDevice->SetTransform (D3DTS_PROJECTION, &matOrtho);
	d3dDevice->SetTransform (D3DTS_WORLD, &matIdentity);
	d3dDevice->SetTransform (D3DTS_VIEW, &matIdentity);


    //Setup rendering states
	d3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
	d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	d3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	d3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    d3dDevice->SetRenderState(D3DRS_DITHERENABLE,   FALSE);
    d3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);

	//Set texture stages
    d3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
	//to enable texcoord transforms on stage 0
	d3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);


	// setup the viewport
	// default viewport is the same size as the screen
	D3DVIEWPORT9 ViewPort = { 0, 0, resWidth, resHeight, 0.0f, 1.0f };
	d3dDevice->SetViewport(&ViewPort);
	ViewPortX		=	0;
	ViewPortY		=	0;
	ViewPortWidth	=	resWidth;
	ViewPortHeight	=	resHeight;

	//turn off cursor
	ShowCursor(FALSE);


	//set variables
	scr_width	= resWidth;
	scr_height	= resHeight;


	//ADAPTER PROPERTIES
	//clear the adapter identifier
	memset( &ident, 0, sizeof(ident) );

	//set the indentifier
	d3d->GetAdapterIdentifier( 0, 0, &ident );		//only supports default video card!
	AdapterDesc();									//loads the description string


    //Successfully initalized Direct3D
    return TRUE;
}

So, on my office PC, the program runs like there is no VSYNC enabled. It USED to work and I can't find ANYTHING that has changed. I take this code home to my PC and it works! I checked the PresentationInterval CAPS on the work PC and it supports both D3DPRESENT_INTERVAL_ONE and D3DPRESENT_INTERVAL_IMMEDIATE. WTF?? Office computer: Dell XP Pro 1 Gig Ram Radeon 7000 Home computer: XP Home 768 MB Ram Radeon 7500 Thanks -cbmeeks

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Check your driver settings. It's possible to force VSYNC on/off no matter what the application does. It depends on the video card, but I know my ATI does that.

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Dur...that did the trick.

I was playing with it earlier and changed "balanced" performance to "optimal" performance. That disabled VSYNC. lol

Thanks

cb

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It should be mandatory to list what a driver affects when you move a slider. For example a list box containing:

"Chooses smaller mip levels sooner"
"Uses lower quality multisampling than the app requests"
"Uses lower precision color blending"
"Texture filtering is approximated"
"Disables VSync"

Unfortunately, you have to guess. It changes every driver version, and is not consistant across IHVs.

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