r_depthbits 32 -> render @ 0-1fps
Setting r_depthbits "32" on my Windows 7 x64 fresh ET:Legacy install makes the game rendering @ 0-1fps
It happens both on fs_game "legacy" and in ETrun mod.
r_depthbits "32" works well on my main ET install.
Can anyone confirm the bug?
#3 Updated by IR4T4 over 7 years ago
Looks like we have to add some code to sdl_glimp.c (line 330++). There is no case for r_depthbits "32" and we have to subtsract r_depthbits.
1. Windows GPL code differs from ours
2. r_depthbits 32 isn’t supported by all video cards (info from the internet)
#5 Updated by IR4T4 almost 7 years ago
- Status changed from New to Feedback
- % Done changed from 0 to 50
I’m getting a display which wasn’t the case on linux before this commit: http://www.etlegacy.com/projects/etlegacy/repository/revisions/646b92733c1c2acfa8097d6be340981d61bf5133/diff/src/sdl/sdl_glimp.c
Can someone test r_depthbits 32 on Windows?
#13 Updated by yfcz about 4 years ago
Currently there is implemented test which determines if SDL_GL_CreateContext gets some OGL context. It doesn’t care if it is HW accelerated or not.
There is GDI Generic renderer shipped with Windows which provides OpenGL 1.1 context without hardware acceleration. And it supports 32-bit depth buffer.
So if you try to use 32-bit depth buffer and drivers of your video card doesn’t support it, it will use GDI OGL context — which has terrible performance since it has no HW acceleration.
The solution might be to distinguish accelerated and non-accelerated OGL contexts and use these accelerated only.
I’ve already implemented this, see my latest commit(s) at this branch: https://github.com/yfcz/etlegacy/commits/issue137
What do you think about this solution?
(If you’re going to compile here are updated libs: https://github.com/yfcz/etlegacy-libs/commit/2d8c44cbafdbc39987096d5c562ec30302bbe653 )