Re: [PyOpenGL-Users] processor usage & import images
Brought to you by:
mcfletch
From: Andrew S. <as...@ca...> - 2004-08-10 07:55:57
|
enrike wrote: > > > hi > >>> when i run my progam it takes 98% of the CPU. >>> I would like to know some suggestions about who to reduce and >>> control this. >>> maybe reducing the fps?. is there any other way? >> >> >> >> synchronize to vsync -- only draw as many frames as get displayed. > > > sorry. how do i do this? I am kind of new to many of these concepts. > It depends on your OS and drivers... nVidia cards under Windows can be set in the display control panel or using WGL: if OpenGL.WGL.EXT.swap_control.wglInitSwapControlARB(): # Returns 1 if it's working OpenGL.WGL.EXT.swap_control.wglSwapIntervalEXT(1) # Swap only at frame syncs if OpenGL.WGL.EXT.swap_control.wglGetSwapIntervalEXT() == 1: success = 1 In linux, nVidia cards can be set with the environment variable __GL_SYNC_TO_VBLANK > >>> I have been using SDL and there you would tipicly optimise this by >>> controlling which parts of the screen are updated. >>> >>> Another question is if anyone knows some module that implements >>> python scripts to import images (to use as textures). >>> I am using Image but this is a rather big module for my pourpose >>> and would like to use some python based scripts for this. >> >> >> >> Another option would be pygame -- see, for example: >> http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ >> Textures.py?view=markup > > > yes i know pygame but i actually went into openGL because i need to do > graphics in a wxpython application frame. Pygame and wxpython dont like > each other. Well, how many images are you trying to load? Image doesn't seem particularly onerous to me... |