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About pupillo

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  1. Hello, premise: I'm new to WinCE, perhaps I'm doing something strange. I wrote an almost empty driver which doesn't have anything to do with power menagement standby etc... It's just a template with XXX_IoControl printing out the received IOCTL code. All other XXX functions are empty. My first aim was to find a way to access physical memory addresses, my second target was to experimetn drivers. I included the .dll subproject in my OS design and filed the reg file in order to load the driver at startup. The system didn't load it. The reg in \drivers\builtIn\ was ok (inspected by regedit). So I tried ActivateDeviceEx and I got "file not found". I discovered that it couldn't find the dll file which instead was present in windows directory. If I copy the (same) .dll file from my development station to that directory then ActiveDeviceEx works. Why?? Thanks
  2. Hi, In WinCE 6.0, I'm loading a driver by ActivateDeviceEx. When it loads, a IOCTL request is sent to the driver XXX_IoControl routine, with 3280896 as code. There is no IOCTL entry in my keys register so I don't understand why. Regards Tommaso
  3. pupillo


    doubble buffered mode GLint att[] = { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None }; ... vi = glXChooseVisual(dpy, 0, att); I don't understend why glXSwapBuffers is so slow if hw acc. is enabled ! :S
  4. pupillo


    I omitted to say that my scene is totally empty, vertical sync is disabled, I'm using a direct rendering context and my code simply is: while (1) { glXSwapBuffers(...); } It can't be just an exchange...
  5. pupillo


    Who knows why glSwapBuffers takes as much as some milliSecs to run? What does it do exactly? I expected something like pointers exchange but I'm afraid it moves the content of the buffers. Am I right? Thanks
  6. Hi, is there anyone who used (with good result) the glXGetVideoSyncSG function on Intel 852/855 or Intel 945 chipsets?
  7. pupillo

    C ++ postfix operator

    [/quote] Why are you even assuming that "(p++)" is evaluated before "p*2"? [/quote] Yes, the order depends on the compiler and I supposed that the order was L to R, but it didn't want to be the point of the issue: I could post my dubt in another way: "Is the increment done before any other evaluation/operation or at the end of the entire expression?". I could find out an example where, even supposing R to L, the problem remains.
  8. pupillo

    C ++ postfix operator

    I didn't know that it was not defined in C/C++. You was very helpful. Thank you very much. Tommaso
  9. Hi, in this simple example: char ccc[50]; unsigned char p; p=10; ccc[(p++) + p*2]=123; what happens? 1) p is incremented immediately after evaluating p, just before making p*2. ccc[32] becomes 123 2) p is incremented after making =123. ccc[30] becomes 123 instead of ccc[32] In my opinioin the 1) should be correct but Visual C++ and gcc follow the 2), whereas my crosscompiler for Renesas CPU follows the 1) What do you think? Regards Tommaso
  10. Hi, opening the Debug->Exceptions.. window (Ctrl+Alt+E), I see the tree list of the exceptions and the "Thrown" radio checks column, whereas I expected to see "When the exception is thrown" and "If the exception is not handled". Why? Thanks Tommaso
  11. pupillo

    glutSwapBuffers() and vsync

    Partially solved, I was using a notebook drving both its LCD and an external monitor. Once disabled the external one, the synchronization is ok. The CPU is still in use at 100% and I don't understand why.
  12. pupillo

    glutSwapBuffers() and vsync

    I tried glFinish as I read about that but I agree that it doesn't make sense. I will try on other PCs and have a look at SDL. Thanks.
  13. Hi, my appl moves some objects and should synchronize the frame drawing to the vertical sync of the monitor. I've the following pseudo code for the display registered function (written in MSVC 6.0 on Windows XP): void display(void) { ... draw my objects glFinish(); //NOTHING CHANGES IF I COMMENT THIS LINE glutSwapBuffers(); glutPostRedisplay(); } If I disable (by the desktop->property->advanced->openGL...) "wait for Vsync", I get a frame rate as high as 500 FPS (flickering of course). If I enable it, the frame rate correctly falls down to 60FPS (which corresponds to my monitor refresh rate) BUT the objects keep on flickering (Some moments I can see some objects cut in two staggered halfs by an imaginary descending horizontal line ). I think: if with "wait for Vsync" disabled I get 500FPS, then the time required for drawing is very smaller than the video frame time so it should work very well once synchronized with Vsync. Another thing: the usage of the CPU remains 100% even when "wait for vsync" is enabled, as if glutSwapBuffers did a continuous polling instead of sleeping waiting for being waked up. Nothing changes if I have a fullscreen mode or a small window. Thanks Tommaso
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