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Managed C++/CLI

 
GeneralRe: Something to reflect upon... Pin
Sandeep Datta24-Sep-07 1:22
Sandeep Datta24-Sep-07 1:22 
QuestionC++/CLI OpenGL performance Pin
Xpnctoc22-Sep-07 4:03
Xpnctoc22-Sep-07 4:03 
AnswerRe: C++/CLI OpenGL performance Pin
Luc Pattyn22-Sep-07 5:40
sitebuilderLuc Pattyn22-Sep-07 5:40 
GeneralRe: C++/CLI OpenGL performance Pin
Xpnctoc22-Sep-07 10:34
Xpnctoc22-Sep-07 10:34 
AnswerRe: C++/CLI OpenGL performance Pin
Mark Salsbery22-Sep-07 8:32
Mark Salsbery22-Sep-07 8:32 
GeneralRe: C++/CLI OpenGL performance [modified] Pin
Xpnctoc22-Sep-07 10:29
Xpnctoc22-Sep-07 10:29 
QuestionRe: C++/CLI OpenGL performance Pin
Unbe Kant22-May-09 13:55
Unbe Kant22-May-09 13:55 
AnswerRe: C++/CLI OpenGL performance Pin
Xpnctoc22-May-09 19:07
Xpnctoc22-May-09 19:07 
Over the past couple of years I have found a number of factors that enhance or inhibit performance. With regard to this immediate posting, I did remove the timer in favor of a petal-to-the-metal, untimed loop on the main application form Shown() event like this:
private void FMain::Shown(System::Object^  sender, System::EventArgs^  e)
{
  while (Form::Created)
  {
    /* Do rendering and animation calculations, using a timer class to
     * determine the time elapsed since the last iteration */
  }
}

However, as I said, there are many other factors that I've learned about:

1. Running through Visual Studio is notably slower than native execution. No doubt this is due to the debugging/tracing layer involved.

2. If your video card has V-sync, that can mess you up. It explains why my piece of junk notebook was cranking out 122 FPS while my $250 NVidia graphics card on my tower was still topping out at 75 FPS. The problem is that without V-sync, you can get weird artifacts like image "tearing".

3. At the time I made the original post, all my graphics code was using straight-up graphics commands like glVertex3d(). Since then I have refactored my code to use vertex arrays. This does make for a significant gain -- especially in complex shapes like cylinders. After all, it's a waste to perform all those SIN and COS calculations every cycle.

While V-sync limits the max frame rate, #1 and #3 allow the frame rate to remain maxed out over a lot higher count of triangles before things start to drop off.
GeneralRe: C++/CLI OpenGL performance Pin
Unbe Kant22-May-09 21:43
Unbe Kant22-May-09 21:43 
GeneralRe: C++/CLI OpenGL performance Pin
Xpnctoc23-May-09 3:10
Xpnctoc23-May-09 3:10 
GeneralRe: C++/CLI OpenGL performance Pin
Unbe Kant23-May-09 4:15
Unbe Kant23-May-09 4:15 
QuestionUsing C++.net interface in C# Pin
Sandeep Datta22-Sep-07 1:00
Sandeep Datta22-Sep-07 1:00 
AnswerRe: Using C++.net interface in C# Pin
Mark Salsbery22-Sep-07 8:37
Mark Salsbery22-Sep-07 8:37 
GeneralRe: Using C++.net interface in C# Pin
Sandeep Datta22-Sep-07 20:23
Sandeep Datta22-Sep-07 20:23 
Questionvector of class instances within class itself as a data member Pin
Thanks for all the fish21-Sep-07 21:18
Thanks for all the fish21-Sep-07 21:18 
AnswerRe: vector of class instances within class itself as a data member Pin
Luc Pattyn22-Sep-07 1:28
sitebuilderLuc Pattyn22-Sep-07 1:28 
QuestionCopying control events Pin
earlgraham20-Sep-07 12:33
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AnswerRe: Copying control events Pin
George L. Jackson20-Sep-07 13:38
George L. Jackson20-Sep-07 13:38 
QuestionCalling a Click Event - dynamically Pin
earlgraham20-Sep-07 11:36
earlgraham20-Sep-07 11:36 
AnswerRe: Calling a Click Event - dynamically Pin
Mark Salsbery20-Sep-07 13:02
Mark Salsbery20-Sep-07 13:02 
QuestionListview horizontal scroll bar Pin
kani9819-Sep-07 13:37
kani9819-Sep-07 13:37 
AnswerRe: Listview horizontal scroll bar Pin
Mark Salsbery19-Sep-07 15:10
Mark Salsbery19-Sep-07 15:10 
GeneralRe: Listview horizontal scroll bar Pin
kani9820-Sep-07 8:52
kani9820-Sep-07 8:52 
GeneralRe: Listview horizontal scroll bar Pin
Mark Salsbery20-Sep-07 9:06
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GeneralRe: Listview horizontal scroll bar Pin
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