Sign in to follow this  

OpenGL OpenGL hardware acceleration not working?

Recommended Posts

Hello all,

This is my first post on these forums and I'm not a 100% sure if this post should be here in the OpenGL section or in the graphics programming and theory section, but I'm sure a friendly community member will point me in the right direction if this is the wrong place :)

Anyway, here is my problem:
I don't think I have hardware acceleration on my OpenGL applications. What leads me to believe this is that I have a laptop with integrated graphics (Intel HD graphics) and an nvidia graphics card that I can switch on and off (to save battery life I guess). But when I run my application with my graphics card turned on the frame rate drops significantly, this leads me to believe that all OpenGL rendering is being done on the software and not on the hardware.

Here are two screenshots from the same application, one running on intergrated graphics (Left) and one running on the graphics card (Right):

Here are some more information:
I'm using SDL to handle windows/input ect, OpenGL to render, and for the fonts I use the tutorial from NeHe on true type font rendering (using display lists).
My IDE is Visual Studio Professional (Student license)
I'm running windows 7 64 bit, Intel core i7 processor and Nvidia GeForce GT 540M graphics card.

I guess my question is: Does anybody now why it's running slower with my graphics card turned on, and what can I do to fix it?
I'm not very experienced with OpenGL so it might be something really simple that I forgot to turn on or something like that...

(Also, does anybody know if there is a function in OpenGL to check for hardware acceleration support, like glHardwareAcceleration() or something like that?)


Share this post

Link to post
Share on other sites
That 60 frames per second is likely locking to the frame rate of your screen refresh rate, which is 60 Hz. It just means that instead of rendering at full speed, rendering is just capped at the refresh rate. You most likely have hardware rendering.

Share this post

Link to post
Share on other sites
Your right! I tried to render a lot of text and when running it on the integrated graphics it dropped to 15 fps, but on the graphics card it stayed on 59-60 fps :)
Thank you very much for the quick response! :)

I guess I have another question then. Is there any way to make sure it's not locking the frame rate? It's probably good when running a final game/application but when developing it I would like to see exactly how well my code preforms :)

Share this post

Link to post
Share on other sites
It's platform dependent, but you can use the following wgl extension on windows:
That should be supported by pretty much every driver from this millennium <_<

Also make sure vsync isn't forced on or off in the control panel of your graphics card.

Share this post

Link to post
Share on other sites
You can use this code to turn on and off vsync, but it's an extention so you have to load it at run time:

Add this in your header:

then add this after opengl is initialized:
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALFARPROC)wglGetProcAddress("wglSwapIntervalEXT");

CheckExtension is my own routine to check if an extention is availlable, so you'll have to do this yourself. You can also remove the if statement and check if it return NULL for failure.

Share this post

Link to post
Share on other sites
As an addendum, if you weren't getting hardware acceleration you'd be running a LOT slower than 60 FPS - even with a fast CPU. 1 FPS or lower is typical.

It's interesting to note that my NVIDIA control panel has some text advising to use the control panel for vsync under OpenGL but the app setting under D3D, which I'm reading as a hint that WGL_EXT_swap_control doesn't actually work on (at least this) NVIDIA hardware.

Share this post

Link to post
Share on other sites
[quote name='mhagain' timestamp='1318965349' post='4874012']
As an addendum, if you weren't getting hardware acceleration you'd be running a LOT slower than 60 FPS - even with a fast CPU. 1 FPS or lower is typical.
Such a trivial rendering as in his initial post can easily do 60 FPS with the default software renderer for Windows.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By test opty
      Hi all,
      I'm starting OpenGL using a tut on the Web. But at this point I would like to know the primitives needed for creating a window using OpenGL. So on Windows and using MS VS 2017, what is the simplest code required to render a window with the title of "First Rectangle", please?
    • By DejayHextrix
      Hi, New here. 
      I need some help. My fiance and I like to play this mobile game online that goes by real time. Her and I are always working but when we have free time we like to play this game. We don't always got time throughout the day to Queue Buildings, troops, Upgrades....etc.... 
      I was told to look into DLL Injection and OpenGL/DirectX Hooking. Is this true? Is this what I need to learn? 
      How do I read the Android files, or modify the files, or get the in-game tags/variables for the game I want? 
      Any assistance on this would be most appreciated. I been everywhere and seems no one knows or is to lazy to help me out. It would be nice to have assistance for once. I don't know what I need to learn. 
      So links of topics I need to learn within the comment section would be SOOOOO.....Helpful. Anything to just get me started. 
      Dejay Hextrix 
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
  • Popular Now