Results 1 to 7 of 7

Thread: hardware accleration

  1. #1
    Junior Member Newbie
    Join Date
    Apr 2000
    Posts
    14

    hardware accleration

    hey i was wondering how you would enable hardware accleration with say a TNT2. any help would be greatly appreciated
    porter

  2. #2
    Senior Member Regular Contributor
    Join Date
    Mar 2000
    Location
    Germany
    Posts
    235

    Re: hardware accleration

    If you use Microsoft´s OpenGl-Implementation
    you don´t have to enable Hardware-Acceleration,´cause this implementation uses a 3d-Accelerator automatically if there is one.
    If you use the SGI-Implementation you can´t get Hardware-Acceleration.
    P.s.:I assume you´re using Windows.

  3. #3
    Senior Member OpenGL Guru Humus's Avatar
    Join Date
    Mar 2000
    Location
    Stockholm, Sweden
    Posts
    2,342

    Re: hardware accleration

    You can indeed get hardware acceleration with the SGI implementation ...

  4. #4
    Senior Member Regular Contributor
    Join Date
    Apr 2000
    Location
    Redlands, CA, USA
    Posts
    233

    Re: hardware accleration

    How that's possible?
    You ever did it?

    It indeed never happened to me.
    Actually, I use SGI OpenGL if I want to test code with software rendering.

  5. #5
    Senior Member Regular Contributor
    Join Date
    Feb 2000
    Location
    milano, italy
    Posts
    282

    Re: hardware accleration

    just courious about that... how do you switch, on the same physical system i mean, the opengl drivers to render in hardware or in software?

    personally, i tweak the registry, wich works on win32 and nt...

    Dolo/\/\ightY
    Dolo/\/\ightY

  6. #6
    Senior Member OpenGL Guru Relic's Avatar
    Join Date
    Apr 2000
    Posts
    2,450

    Re: hardware accleration

    You can do it in the application via the SetPixelformat() call.
    Check out the documentation on the PIXELFORMATDESCRIPTOR. Look for dwFlags, it must contain PFD_GENERIC_FORMAT. (If it has PFD_GENERIC_ACCELERATED set, you'll might run on a Mini Client Driver (MCD)).
    Check also the GL_VENDOR string once you got the OpenGL context running. If it says "Microsoft Corporation" and not your hardware vendor's name, you have the GDI Generic Software Implementation running.

    Selecting a software pixelformat can also happen via ChoosePixelformat() with options the hardware does not support (no stencil buffer is one of the favorite reasons). The Microsoft formats offer different color, z, and stencil buffer depth as fallback.

  7. #7
    Senior Member Regular Contributor
    Join Date
    Apr 2000
    Location
    Redlands, CA, USA
    Posts
    233

    Re: hardware accleration

    > You can do it in the application via the SetPixelformat() call.
    But you cannot do it without source code modification...

    > personally, i tweak the registry, wich works on win32 and nt...

    Registry? hmm, it's depend..
    In office I have 2 PC:

    with FireGL1000 (Permedia2) and with Elsa Gloria L/MX (GLINT MX).
    Driver for L/MX has registry key ICDInterface.Disable, don't know about FireGL1000.

    I use simplest way: I rename SGI's opengl.dll to opengl32.dll and copy to directory with my exe.
    Usually it works better then MS software-only implementation, and texture mapping indeed faster.

    Also I found that SGI dll can use hw acceleration - BUT only if application is compiled to use opengl.dll, not opengl32.dll
    It look like SGI's dll searches for opengl32.dll in the current directory, and finds nothing but itself..
    It makes this ability hardly useful.

Similar Threads

  1. Harware accleration
    By Nick1234 in forum OpenGL: Basic Coding
    Replies: 2
    Last Post: 03-12-2010, 03:04 AM
  2. PowerVR ES1.1 supports GL_LINE_LOOP accleration?
    By danielkim in forum OpenGL ES
    Replies: 1
    Last Post: 09-21-2007, 07:09 AM
  3. HDR with SM2.0 hardware?
    By hardtop in forum OpenGL: GLSL
    Replies: 12
    Last Post: 04-20-2006, 08:19 PM
  4. NVidia NVS/ XP / hardware accleration
    By bubbaJr in forum OpenGL: User Software
    Replies: 1
    Last Post: 05-14-2005, 10:33 AM
  5. Replies: 1
    Last Post: 06-17-2004, 08:02 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean