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EXT_swap_control for OGL vsync? |
Arthur Kalliokoski
Second in Command
February 2005
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I've been looking at the code for glut, AllegroGL, Irrilicht etc. trying to figure out how they disable vsync in an OGL program. As far as I can see, they're using the WGL_EXT_swap_control extension. It's listed in the string list, but when I call it with wglGetProcess() it returns zero. I've double and triple checked the spelling to it, and tried another extension just to make sure I was doing it right, but no go. Anybody know of alternative methods? Cookies in a couple days, patience please! [EDIT] They all watch too much MSNBC... they get ideas. |
Marcello
Member #1,860
January 2002
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You're welcome! |
Epsi
Member #5,731
April 2005
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Can you post the answer ? I would like to enable it under OpenLayer. ___________________________________ piccolo: "soon all new 2d alegro games will be better. after i finsh my MMRPG. my game will serve as a code reference. so you can understand and grab code from." |
GullRaDriel
Member #3,861
September 2003
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AFAIK about vsync, You can try to enable/disable it, but the driver value is on top of whatever you choose. Example: if in the Nvidia/Ati Display control panel there is Vsync -> always off, no way for your code to bypass. "Code is like shit - it only smells if it is not yours" |
Arthur Kalliokoski
Second in Command
February 2005
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The google group page in my history is Technically you're supposed to have some casts from glext.h or something, I didn't try it in mingw, watcom didn't complain. Vidcard PNY Geforce 5500 (nvidia offshoot)
I suppose to turn it on, you'd pass some non zero number instead of vsync(0) [EDIT] [EDIT 2] They all watch too much MSNBC... they get ideas. |
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