Tomas Carnecky wrote:
Also, it would be great if we could put the *Swap*Buffers() into their
own log domain, something like 'swapbuffers', because the trace is
usually useless, only when you explicitly look whether these functions
are called or not, otherwise they only fill the log with
Hi,
maybe it was because of the earlier opengl patch 'Store GL context in
TEB'. But I didn't notice such an increase then.. only from ~20 - ~30fps
Hm.
Something increased the speed of half-life / counter strike drastically. It
isn't your patch, but some change that is in CVS already. The
Hi,
So.. in this attachment you'll find a patch that does what I've just
described. I can't test it on anything else than WoW, so if someone
would please review it and test with outher opengl/d3d applications it
would be great.
No effects noticed with Half-life 1(GL), Warcraft III(GL and D3D)
Stefan Dösinger wrote:
Hi,
So.. in this attachment you'll find a patch that does what I've just
described. I can't test it on anything else than WoW, so if someone
would please review it and test with outher opengl/d3d applications it
would be great.
No effects noticed with Half-life 1(GL),
On Friday 24 March 2006 00:13, Tomas Carnecky wrote:
Stefan Dösinger wrote:
Hi,
So.. in this attachment you'll find a patch that does what I've just
described. I can't test it on anything else than WoW, so if someone
would please review it and test with outher opengl/d3d applications it
On Thursday 23 March 2006 20:26, Tomas Carnecky wrote:
Tomas Carnecky wrote:
Changelog:
- fail if the drawable and context Visual IDs don't match.
why? because this will produce a BadMatch and crash the application so
instead of the crash rather return GL_FALSE and let the application