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> Windows > troubles with big OGL bitmap |
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Madis731 22 Aug 2006, 11:47
Check if you have...hmm what was it...that straight connection between RAM <=and=> VIDEO. Maybe if it isn't using/supporting it, then the data always goes through the CPU and you might find a bottle-neck from there.
Maybe they don't have some CAPS and just switch to SW mode and again it uses your CPU and you might find a bottleneck there. Anyway - check CPU%usage... PS. I found this on AnandTech: Can you spare a DiME? One of the major advantages of AGP over PCI is its ability to support Direct Memory Execute of textures, otherwise known as DIME. Whenever you draw pixels in a 3D arena, you have two options, they are either (1) texture-mapped or (2) drawn using shading. When you are drawing pixels using the latter option, you don't have to worry about calling or fetching bitmaps to physically draw the pixel. However, when using texture mapped pixels you quickly become aware of the bottlenecks of the standard PCI graphics subsystem. Because of DIME, AGP accelerators (not all, see The Real Benefits of AGP) can use and manipulate your system RAM directly whenever the need for intense texture-mapping functions are in demand. I recall it was AGP Aperture, but this had something to do with video-card stealing RAM or sth... |
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22 Aug 2006, 11:47 |
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SomeoneNew 22 Aug 2006, 18:23
Zetus is your image size a power of 2 ? on new cards its possible that the drivers might be converting your image to a power of 2 every time you set it to opengl...
Many things could be slowing down your rendering, I should see your initialization code and the image specs at least. |
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22 Aug 2006, 18:23 |
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Zetus 23 Aug 2006, 06:17
Thanks anyway)
i'll found: DirectDraw based out has normal speed, on all cards power of 2 sizing has no effect it seems need to change out temporary to bitblt or somthing same... |
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23 Aug 2006, 06:17 |
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