Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Hedin

Picking / glRenderMode(GL_SELECT)

This topic is 6100 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi I’m having a rather annoying problem with my picking implementation. I’ve done more or less as the documentation and the NeHe tutorial on the subject says and everything works fine when I run the app in a window. But when switching to fullscreen it takes forever, 0.5s to 0.7s, for OpenGL to “render” (nothing is being rendered since I’m running in glRenderMode(GL_SELECT)) the object being picked. I’ve done tests with over a hundred objects and it’s just the picked object that is causing the huge render time. I appreciate any help or hints I can get on this one, I have a 16Mb Voodoo 3000.

Share this post


Link to post
Share on other sites
Advertisement
Thanks for all the answers

Now I have installed a Geforce2 MX instead and picking works fine... but now I''m having problems with RTCW... don''t you just love computers?

Share this post


Link to post
Share on other sites
you are probably already doing this, but draw everything as a flat quad instead of shaded textured quads and get rid of all the lighting and stuff if you are using it whilst doing the pick call. It helps speed it up as it doesn''t have to draw as much, and it doesn''t really care if it is textured or not.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!