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• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

OpenGL FPS decrease in Fullscreen mode

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Hello everyone! I'm writting my first own 2D platform game in OpenGL. Yesterday I wanted to run my game in fullscreen. And I did it...but now I have ~30 FPS! It's not enough to play. This is what I done: I run my game in the Windows window in 1280x1024 display resolution. I had ~90FPS. When I run my game in the fullscreen in 1280x1024 display resolution I had only ~30FPS. What's going on?! It's just a simple game - few objects, few colision calculation... I know that my code isn't perfect, but I don't think it's so unefective! What should I do?!

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Is vsync enabled?Try forcing it off in fullscreen mode and see if it makes a difference.

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Quote:
 Original post by Black KnightIs vsync enabled?Try forcing it off in fullscreen mode and see if it makes a difference.

I don't know how to do this :|
I tried use this code:
but program didn't want to compile.

Anyway, I don't think that vsync is enabled. When I run my game in windows (800x600) I have ~150FPS...

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Quote:
 Original post by MoriquendiAnyway, I don't think that vsync is enabled. When I run my game in windows (800x600) I have ~150FPS...
Sounds more like a fillrate issue - 1280x1024 is a *lot* more pixels to render than 800x600.

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In 800x600 (fullscreen) - ~40FPS
In 1280x1024 (fullscreen) - ~30-35FPS

In 800x600 (window) - ~140FPS
In 1280x1024 (window) - ~100FPS
:The difference is quite small...
I have no idea whats hapenning:|

Edit:
How many FPS should I have in 2d platform game?

[Edited by - Moriquendi on July 20, 2009 9:42:00 AM]

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This is just a guess but make sure you have PFD_SWAP_EXCHANGE if you are on Windows. You haven't given much info and haven't shown any code or anything so it would be difficult to say where the problem is.

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Quote:
 Original post by V-manThis is just a guess but make sure you have PFD_SWAP_EXCHANGE if you are on Windows. You haven't given much info and haven't shown any code or anything so it would be difficult to say where the problem is.

I can show any of my code, just say witch part. I don't even know in which part of the code the problem could be.
This is a WinMain function.

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)	WNDCLASSEX windowClass;			HWND	   hwnd;				MSG	    msg;					bool	   done;				DWORD	   dwExstyle;							DWORD	   dwstyle;							RECT	   windowRect;	int width = 1280; //800 1280	int height = 1024; //600 1024	int bits = 32;	fullScreen = true;	windowRect.left=(long)0;							windowRect.right=(long)width;						windowRect.top=(long)0;							windowRect.bottom=(long)height;						windowClass.cbSize			= sizeof(WNDCLASSEX);	windowClass.style			= CS_HREDRAW | CS_VREDRAW;	windowClass.lpfnWndProc		= WndProc;	windowClass.cbClsExtra		= 0;	windowClass.cbWndExtra		= 0;	windowClass.hInstance		= hInstance;	windowClass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);		windowClass.hCursor			= LoadCursor(NULL, IDC_ARROW);			windowClass.hbrBackground	= NULL;									windowClass.lpszMenuName	= NULL;									windowClass.lpszClassName	= "MojaKlasa";	windowClass.hIconSm			= LoadIcon(NULL, IDI_WINLOGO);			if (!RegisterClassEx(&windowClass))		return 0;	if (fullScreen)									{		       DEVMODE screenSettings;    memset(&screenSettings,0,sizeof(screenSettings));    screenSettings.dmSize       = sizeof(DEVMODE);	    screenSettings.dmPelsWidth  = width;			    screenSettings.dmPelsHeight = height;			    screenSettings.dmBitsPerPel = bits;				    screenSettings.dmFields     = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;    if (ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)    {      if (MessageBox(NULL, "Przelaczenie do wybranego trybu graficznego nie jest możliwe\n"                           "Czy przejsc do tryby okinkowego?",                           "Programowanie gier w OpenGL",                           MB_YESNO | MB_ICONEXCLAMATION) == IDYES)      {        fullScreen = true;	      }      else			{				return FALSE;			}    }  }	if (fullScreen)	{		dwExstyle = WS_EX_APPWINDOW;		dwstyle = WS_POPUP;	// okno bez ramki i paska tytułu		ShowCursor(FALSE);            // ukrywa kursor	}	else	{		dwExstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;		dwstyle = WS_OVERLAPPEDWINDOW;	}  AdjustWindowRectEx(&windowRect, dwstyle, FALSE, dwExstyle);	// tworzy okno	hwnd = CreateWindowEx(NULL,															  "MojaKlasa",									  ":-------------o",								  dwstyle | WS_CLIPCHILDREN |						  WS_CLIPSIBLINGS,						  0, 0,						x,y						  windowRect.right - windowRect.left,						  windowRect.bottom - windowRect.top, 						  NULL,															  NULL,															  hInstance,													  NULL);										if (!hwnd)		return 0;	ShowWindow(hwnd, SW_SHOW);				UpdateWindow(hwnd);						done = false;							Initialize();							while (!done)	{		PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);		if (msg.message == WM_QUIT || koniec == TRUE)				{			done = true;						}		else		{			////fps////			// obliczamy czas generowania ostatniej klatki			 fNewTime = GetSecs();			 dt = fNewTime - fTime;			 fTime = fNewTime;			  			/////////////				Render();				TranslateMessage(&msg);						DispatchMessage(&msg);				++uFrames;			  fFPSTime += dt;			  if (fFPSTime>= 1.0f)   				 {			   			  fFPS = uFrames / fFPSTime;			  uFrames = 0;			  fFPSTime = 0.0f;				}		}	if (fullScreen)	{		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop		ShowCursor(TRUE);						// Show Mouse Pointer	}	}	return msg.wParam;}

and a PixelFormat()

void SetupPixelFormat(HDC hDC){	int nPixelFormat;						static PIXELFORMATDESCRIPTOR pfd = {		sizeof(PIXELFORMATDESCRIPTOR),			1,										PFD_DRAW_TO_WINDOW |					PFD_SUPPORT_OPENGL |					PFD_DOUBLEBUFFER,						PFD_TYPE_RGBA,							32,										0, 0, 0, 0, 0, 0,						0,										0,										0,										0, 0, 0, 0,						 		16,										0,										0,										PFD_MAIN_PLANE,							0,										0, 0, 0 };						nPixelFormat = ChoosePixelFormat(hDC, &pfd);		SetPixelFormat(hDC, nPixelFormat, &pfd);		}

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Quote:
 Original post by MoriquendiHow many FPS should I have in 2d platform game?
Depends, but fullscreen mode should be at least as fast as windowed, for the same resolution.

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It may be the copypaste into the forum, but that looks like you're calling ChangeDisplaySettings(NULL,0) every iteration of your while if fullscreen is true. Should that if(fullscreen) be after the while rather than in it?

Oh, and I wouldn't TranslateMessage and DispatchMessage unless the return value from PeekMessage is nonzero. I think you're repeat sending stuff.

You're probably better off with something like:

while(!done){  while(PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE))  {    if(msg.message == WM_QUIT)    {      done = true;    }    TranslateMessage(&msg);    DispatchMessage(&msg);  }  Render();}

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Quote:
 Original post by subi211It may be the copypaste into the forum, but that looks like you're calling ChangeDisplaySettings(NULL,0) every iteration of your while if fullscreen is true. Should that if(fullscreen) be after the while rather than in it?Oh, and I wouldn't TranslateMessage and DispatchMessage unless the return value from PeekMessage is nonzero. I think you're repeat sending stuff.You're probably better off with something like:while(!done){ while(PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE)) { if(msg.message == WM_QUIT) { done = true; } TranslateMessage(&msg); DispatchMessage(&msg); } Render();}

Yes, yes, yes, yes!!!
Thaaaanks! I love you ;D :D
It's working.
Now I have ~90-95 FPS in 1280x1024 in fullscreen mode. (btw. Is it good result?:P)