Norman Vine wrote:
 > I have always thought that FGFS development has been primarily aimed
 > at a RAW OPENGL SURFACE which is considerably different then any
 > Window !

This isn't the case, even in windows.  OpenGL rendering (or DirectX,
for that matter), is always directed at a window.  There's simply no
such thing as a "raw surface", even in windows.

To repeat, it *is* true that some drivers can "notice" (in DirectX,
you can explicitly specify it) that a window takes up the whole
screen, and apply a page flipping optimization to avoid the cost of
the frame buffer blit.  But that blit is nowhere near as expensive as
it used to be.

Any other performance problems you're having are due to something
else.  If they really correlate only with GLUT game mode*, and with
nothing else, then they are needless and endemic to your setup.  To be
frank, they're a performance bug in your driver.

Andy

[* What, exactly, does game mode do?  My impression was that it simply
    set the video mode through GDI before creating the OpenGL context.
    This isn't an optimization, per se.  Can someone more familiar with
    GLUT comment?]

-- 
Andrew J. Ross                NextBus Information Systems
Senior Software Engineer      Emeryville, CA
[EMAIL PROTECTED]              http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
  - Sting (misquoted)


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