[Gambas-user] Using OpenGL without SDL Draw event

Kevin Fishburne kevinfishburne at ...1887...
Wed Jan 29 00:14:39 CET 2014


On 01/27/2014 07:49 PM, Benoît Minisini wrote:
> Le 27/01/2014 05:51, Kevin Fishburne a écrit :
>> This is tangent to the thread "sdl Draw event overhead is killing frame
>> rate".
>>
>> When rendering graphics with OpenGL using SDL for window management, you
>> define a screen like this:
>>
>> Public Screen As New Window As "Screen"
>>     With Screen
>>       .FullScreen = False
>>       .Width = 1
>>       .Height = 1
>>       .Framerate = 0
>>       .Show()
>>     End With
>>
>> When Screen's .Show method is executed the Screen's Draw event procedure
>> (Screen_Draw) begins executing continuously. As discussed in the
>> previous thread it is extremely slow, even if practically empty and
>> drawing nothing.
>>
>> Is there a way to define a Screen/Window to be used as a render target
>> for OpenGL that does not use SDL? I'm experimenting with gb.qt4.opengl
>> now but am having some trouble. I've attached the project, which dies
>> with signal 11 upon executing the line "Glu.Build2DMipmaps(TextureImage)"
>>
>> I actually just created a form and then a GLArea so I think I'm on the
>> right track, but am not sure where to go from there. I think this is how
>> I did things years ago before moving to SDL, though without OpenGL.
>>
> Did you try my recent gb.sdl fix? You should get your old FPS back!
>

Hell yes. At 1024x1024 I get over 2000 FPS, and at 1x1 I get over 20000 
FPS. Thank you, and you now have your own theme song. Here it is:

http://youtu.be/iBktYJsJq-E?t=1m25s

Benoît! Benoît! Benoît!

-- 
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sales at ...1887...
phone: (770) 853-6271





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