anonymous
08-17-2000, 04:41 AM
hello,
i have a quad matching the size of my screen (640x480 fullscreen) with texture mapping,
and it is _extremely_ slow on non-accel'd machines. is there any way to make this a
little faster on software implementions? i could make the same thing in dos run n^x times faster!
glLoadIdentity();
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, -1.0f);
glBindTexture(GL_TEXTURE_2D, 1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(4.0f, 0.0f); glVertex2f( 1.0f, -1.0f);
glTexCoord2f(4.0f, 4.0f); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.0f, 4.0f); glVertex2f(-1.0f, 1.0f);
glEnd();
thanks.
i have a quad matching the size of my screen (640x480 fullscreen) with texture mapping,
and it is _extremely_ slow on non-accel'd machines. is there any way to make this a
little faster on software implementions? i could make the same thing in dos run n^x times faster!
glLoadIdentity();
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, -1.0f);
glBindTexture(GL_TEXTURE_2D, 1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(4.0f, 0.0f); glVertex2f( 1.0f, -1.0f);
glTexCoord2f(4.0f, 4.0f); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.0f, 4.0f); glVertex2f(-1.0f, 1.0f);
glEnd();
thanks.