Just a loop of BeginScene() then EndScene() does not use 100% of the processor according to the windows7 process viewer.
It looks like those calls stall the thread, so is there any way to get them to return instantly?
Is the process stalling for the graphics card? Should I put rendering on another thread? Do things change if I'm actually doing somthing between those calls?
I'm using D3DPRESENT_INTERVAL_IMMEDIATE by the way.
Thanks!
Not using 100% of processor?
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