Selon Richard Frith-Macdonald <[EMAIL PROTECTED]>: > > On 15 Jan 2007, at 20:25, [EMAIL PROTECTED] wrote: > > > > > glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); > > [_scene glDrawFrame]; > > > > [[self openGLContext] flushBuffer]; > > } > > > > I've tried to comment out the 3 last lines : > > - when all 3 lines disabled I get 3040 FPS ! (yes, 3 thousands) > > - when i left any of the lines I get 380-480 FPS... (4 hundreds) > > > > It looks like my opengl is so slow... (not accelerated ? why ?!) > > I agree that it looks like there may be a hardware acceleration > problem. Perhaps you could try hacking initWithFormat:sharedContext: > to see if changing any of the context initialisation will effect > things (when googling this I saw a comment somewhere about direct > rendering disabling acceleration on some system). > > > and RunLoop has no responsability (no "wait state"). > > > > Xavier > >
Finally you were right in your first answer : RunLoop delays the 'needDisplay event' (every 1/500 sec ?) : when i change my loop to a timed one (NSTimer...) _and_ use [-lockFocusInRect:}/[-drawRect:]/[-unlockFocus] instead of [-setNeedsDisplay:] i get more than 2000 FPS :-) As I think the timer way is nothing but a workaround I'm going to look for a way to change that... :o) Xavier _______________________________________________ Help-gnustep mailing list [email protected] http://lists.gnu.org/mailman/listinfo/help-gnustep
