Matrix
2004.09.04, 07:47 AM
This is really bugging me... Im developing an OpenGL bassed 3D game, and have noticed some strange refresh issues when i drag a window/show a menu/show the dock inside the bounds of the OpenGL context. It looks as if the backbuffer is being forced to be drawn even though I haven't swapped the buffer...
At first i thought is was just my app, but I fooled around in another OGL based game, Halo, and was surprised that it too had the same problem. For those of you who own the game, does showing the volume/brightness control bezels cause a refresh issue? Also, try showing/hiding the dock above the game window (this is trcky, but can be done). Does this cause an issue?
I've tried to take a screenshot but the flicker is too fast for my fingers... I'll install SnapzPro and see if its captures show the problem.
I'm just wondering... I'm using glDrawArrays to render my vertices. The following code causes this same flicker to appear even if i dont move/show a window above the context...
' draw node
glColor3f( .6, .6, .6 )
glDrawArrays( GL_TRIANGLES, node.long(20), node.long(24) )
' draw wireframe
glColor3f( 1, 1, 1 )
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )
glDrawArrays( GL_TRIANGLES, node.long(20), node.long(24) )
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL )
But, if i remove the "draw wireframe" section it works fine, and only flickers when you move a window above the OGL context.
Also the flickering doesn't seem to be constant. It looks as if it occurs at different stages of the rendering process, as different parts of my geometry seem to flicker, not just one part of it.
Any help, reasons, etc, would be greatly appreciated. Is it related to the refresh rate? or am i forgetting to do something? or is it something i just have to live with?
Machine Stats:
- iBook G4 1.07gHz
- 768MB RAM
- Radeon Mobility 9200
- OS X 10.3.5
i also tried it on my dads machine. his is a:
- iBook G3 800mHZ
- 512MB RAM
- Radeon Mobility 7500 (AFAIK)
- OS X 10.3.4 (so its not just 10.3.5!)
Thanks,
Matrix
At first i thought is was just my app, but I fooled around in another OGL based game, Halo, and was surprised that it too had the same problem. For those of you who own the game, does showing the volume/brightness control bezels cause a refresh issue? Also, try showing/hiding the dock above the game window (this is trcky, but can be done). Does this cause an issue?
I've tried to take a screenshot but the flicker is too fast for my fingers... I'll install SnapzPro and see if its captures show the problem.
I'm just wondering... I'm using glDrawArrays to render my vertices. The following code causes this same flicker to appear even if i dont move/show a window above the context...
' draw node
glColor3f( .6, .6, .6 )
glDrawArrays( GL_TRIANGLES, node.long(20), node.long(24) )
' draw wireframe
glColor3f( 1, 1, 1 )
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )
glDrawArrays( GL_TRIANGLES, node.long(20), node.long(24) )
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL )
But, if i remove the "draw wireframe" section it works fine, and only flickers when you move a window above the OGL context.
Also the flickering doesn't seem to be constant. It looks as if it occurs at different stages of the rendering process, as different parts of my geometry seem to flicker, not just one part of it.
Any help, reasons, etc, would be greatly appreciated. Is it related to the refresh rate? or am i forgetting to do something? or is it something i just have to live with?
Machine Stats:
- iBook G4 1.07gHz
- 768MB RAM
- Radeon Mobility 9200
- OS X 10.3.5
i also tried it on my dads machine. his is a:
- iBook G3 800mHZ
- 512MB RAM
- Radeon Mobility 7500 (AFAIK)
- OS X 10.3.4 (so its not just 10.3.5!)
Thanks,
Matrix