In article <[EMAIL PROTECTED]>,
Greg Ercolano <[EMAIL PROTECTED]> wrote:
> gga wrote:
> > glDrawPixels should not be used as it is slow. Rely on actually drawing
> > one textured quad (or more than one if the texture is too big for the
> > hardware). There's demos all over the net how to do thi
gga wrote:
> glDrawPixels should not be used as it is slow. Rely on actually drawing
> one textured quad (or more than one if the texture is too big for the
> hardware). There's demos all over the net how to do this.
Oh yeah, the texture trick.. even better.
Assuming your hardwar
Greg Ercolano wrote:
>
> Once that's working, focus on optimizing the glDrawPixels() transfer
> flags so that the video data is moved as quickly as possible to the
> screen.
>
glDrawPixels should not be used as it is slow. Rely on actually drawing
one textured quad (or more than on
jack3 wrote:
> Hi,
>
> Basically, my way is inherit a class glCanvas from GLWindow and override the
> function of draw_overlay and draw.
> then, I have a thread to continuely read image from network and call
> redraw_overlay.
That should be fine, I think a good way to do that would be
What OS are you using?
Shai
On 3/7/07, jack3 <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I met a problem with GLWindow. My aim is to use GLWindow to rendering Video(
> a serial image). the problem is redraw looks doesn't work as I thought. it
> became very slow and noneupdated.
>
> Basically, my way i
Hi,
I met a problem with GLWindow. My aim is to use GLWindow to rendering Video( a
serial image). the problem is redraw looks doesn't work as I thought. it became
very slow and noneupdated.
Basically, my way is inherit a class glCanvas from GLWindow and override the
function of draw_overlay an