On 21.02.2008, at 09:09, Kezhong Zhou wrote:

>>
>> Try again by fixing the source as I mentioned.
>> I won't by able to try your code until several hours.
>>
> I modified my code as you told.
>
> When I use "mode (FL_DOUBLE | FL_RGB)", the glGetString's return  
> value showes the GLWindow is still runnning in software mode.
> When I use "mode (FL_SINGLE | FL_RGB)", GLWindow now is running in  
> hardware mode.

Sounds like you are running out of video RAM for double buffering -  
not to mention depth buffering.

> I noticed something strange. When I use "mode (FL_SINGLE | FL_RGB)"  
> while the other part of my code remains unchanged, with  
> "glDrawBuffer(GL_BACK)" AND "glDrawBuffer(GL_FRONT_AND_BACK)"  
> specifing back buffer which should be unavailable, my program could  
> run at least "looks normally". I can "swap_buffers()" in FL_SINGLE  
> mode, and it works extremely well, rendering in hardware mode.


Not so strange. If you are in single buffer mode, activating the back  
buffer will not fail, but default to the front buffer. And as long as  
your drawing takes less than 1/50th second, you will not see much  
blinking, although potentially some ripping (but that depends a lot on  
your actual drawing code).

Matthias

----
http://robowerk.com/


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