Thank you Chris!

So, im guessing that "block-on-vsync" basically does the same thing as
vertical-sync but they sync in different ways?

As i understand from
"http://openscenegraph.net/pipermail/osg-users/2006-March/062743.html";

the "proper" way to get vertical-sync and to keep the program from
eating all cpu-power is to call the function that you described and
add an glFinish() at the end of my rendering loop or did i get
everything wrong?

David



On 10/16/06, Chris Hanson <[EMAIL PROTECTED]> wrote:
David Johansson wrote:
> Okay, it seems to work nice on my machine. Also, most (all?) games
> using openGL can set V-Sync at runtime..
> I'll get to tracing that 'v' key as soon as i have time, thanks for the
> input!

   I think that the 'v' key actually toggles "block-on-vsync", a different 
condition.

   Here's the code I use:

// Code from this cited message:
// Date: Tue, 21 Mar 2006 21:07:35 -0800
// From: "Farshid Lashkari" <[EMAIL PROTECTED]>
// To: "osg users" <[email protected]>
// Subject: Re: [osg-users] Can we toggle block on vsync using a RenderSurface 
and SceneView?

typedef BOOL (APIENTRY *PFNWGLSWAPINTERVALFARPROC)( int );
PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT = NULL;

// Enable (1) or disable (0) VSync
// I believe this must be called with a valid GL context
void setVSync(int interval)
{
const unsigned char *extensions = glGetString( GL_EXTENSIONS );

if( extensions == 0 || strstr( (const char *)extensions, "WGL_EXT_swap_control" 
) == 0 )
return;

wglSwapIntervalEXT = 
(PFNWGLSWAPINTERVALFARPROC)wglGetProcAddress("wglSwapIntervalEXT" );
if( wglSwapIntervalEXT ) wglSwapIntervalEXT(interval);
} // setVSync


> David


--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus
  "I set the wheels in motion, turn up all the machines, activate the programs,
   and run behind the scenes. I set the clouds in motion, turn up light and 
sound,
   activate the window, and watch the world go 'round." -Prime Mover, Rush.
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