Hi List, Long back I asked one question about how to draw 3D object using Clutter. Now I am able to draw the sphere using Cogl draw element API. But how can I check my application is using h/w acceleration or s/w . I am using Virtual Box for linux on window system and I have ATI HD 2400 pro graphics card. If I am dumping glxinfo output its showing this result. How we can check programmatically h/w acceleration. Thanks for any help.
name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: Chromium server glx version string: 1.2 Chromium server glx extensions: GLX_ARB_multisample, GLX_EXT_texture_from_pixmap, GLX_SGIX_fbconfig client glx vendor string: Chromium client glx version string: 1.2 Chromium client glx extensions: GLX_ARB_multisample, GLX_EXT_texture_from_pixmap, GLX_SGIX_fbconfig GLX version: 1.3 GLX extensions: GLX_ARB_multisample, GLX_EXT_texture_from_pixmap, GLX_SGIX_fbconfig OpenGL vendor string: Humper OpenGL renderer string: Chromium OpenGL version string: 2.0 Chromium 1.9 OpenGL shading language version string: 1.20 OpenGL extensions: GL_EXT_texture_compression_s3tc, GL_EXT_draw_range_elements, GL_EXT_framebuffer_object, GL_EXT_compiled_vertex_array, GL_ARB_depth_texture, GL_ARB_fragment_program, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_EXT_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_EXT_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_func_separate, GL_EXT_blend_subtract, GL_EXT_texture_env_add, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_secondary_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture3D, GL_NV_texgen_reflection, GL_EXT_texture_rectangle, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_ARB_shading_language_100, GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_fragment_shader, GL_CR_state_parameter, GL_CR_cursor_position, GL_CR_bounding_box, GL_CR_print_string, GL_CR_tilesort_info, GL_CR_synchronization, GL_CR_head_spu_name, GL_CR_performance_info, GL_CR_window_size, GL_CR_tile_info, GL_CR_saveframe, GL_CR_readback_barrier_size, GL_CR_server_id_sharing, GL_CR_server_matrix Regards, RK.