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MoHammaD_93

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  1. Thank you guys, it's a positive answer which I wished, but... Why does this documentation say something that looks contrary: http://www.opengl.org/wiki/Performance#CPU_and_Bus_limits [quote]Bus bandwidth: There is a finite limit to the rate at which data can be sent from the CPU to the graphics card. If you require too much data to describe what you have to draw - then you may be unable to keep the graphics card busy simply because you can't get it the data it needs.[/quote]
  2. I only need a general approximation of the speed in order to be free-from-worry about performance, because I need to know how performance is affected by sending large bunches of data on every rendering cycle.
  3. [quote name='V-man' timestamp='1345941189' post='4973374'] The code looks fine. It is probably some system issue. BTW, what OS, gpu are you using. Do you have the latest graphics drivers? [/quote] Yes, thank you. Your view is basically right, I didn't change anything on my computer though. I tested the code on another PC and it went the way I want. I'll work on getting my PC on the right path. Thanks
  4. !!people?? I need your help.
  5. [quote name='JTippetts' timestamp='1345842076' post='4973117'] [quote] even though I used delay functions after and before glutSwapBuffers. [/quote] ... this statement makes me very uneasy. It makes me suspect you are doing something wrong; like, say, putting some kind of sleep() or busy-wait before and after swapping. Which probably isn't what you really want to do. [/quote] well, of course that's not what I want to do. but it's somehow for error-investigation sake, that is, I wanted to make sure that the drawing commands are complete. Here's my simple program: [CODE] #include <GL/glew.h> #include <GL/freeglut.h> #pragma comment(lib, "glew32.lib") #include <iostream> using namespace std; void display(void); void reshape(int w, int h); int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(1366, 768); glutCreateWindow("Tests"); glutFullScreen(); if( glewInit() != GLEW_OK){ cout << "Failed to initilize GLEW" << endl; return -1; } glutIdleFunc(display); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return 0; } void display(void) { GLclampf c = glutGet(GLUT_ELAPSED_TIME)/300.0; c = fmodf(c, 1.0f); glClearColor(c, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glFlush(); //glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, w, h); } [/CODE]
  6. My program is simple: Clearing screen with a color changing smoothly with time. I'm using freeglut, and no drawing occurs while using glutFullScreen and GLUT_SINGLE together. (neither glFlush nor glFinish made it work) A second phenomenon is that using GLUT_DOUBLE does my intended drawing but produces FLICKERING, even though I used delay functions after and before glutSwapBuffers. The second case is also a problem that I need to solve. .. thanks in advance ..
  7. Hi people I have a laptop with two video cards, but I don't know that much about the laptop's internal structure regarding these cards. The problem is that laptop monitor is connected to the card of much lower capabilities(64MB dedicated memory) vs the unused one (512MB) The questions is: can I connect the LAPTOP monitor to the other card? Details: HP ProBook 4530s i5 laptop Thanks
  8. Hi guys, I'm Mohammad from Palestine,, and it's my first post in this great forum hoping you welcome me : D I want a funcion in DX that gives the real size(width and height) of a Texture. Don't say GetLevelDesc, sorry! But it gives the size that is power of 2 Thx in advance Bye