I've noticed that a OpenGL app I've been working on has significant performance difference when run on Linux vs WindowsXP.
Granted, there are a lot of textures and shadow buffers but I would estimate that the app runs about 10x slower on Windows XP.
Any ideas?
Any suggestions for porting the code to DirectX? Can that be done easily or would a re-write be needed?
Running of different hardware. I don't have the specs of the Linux box, but my xp box is Intel Duo Core 2 with Nvidia Quadro FX 1500. The linux box video card was some sort of Nvidia Geforece (It was a University computer).
Some initiation code:
FlyWindow::FlyWindow() :
GlowWindow("fly", 300, 100, // GlowWindow::autoPosition, GlowWindow::autoPosition,
700, 500,
Glow::rgbBuffer | Glow::doubleBuffer |
Glow::depthBuffer | Glow::multisampleBuffer,
Glow::keyboardEvents | Glow::mouseEvents | Glow::dragEvents |
/*Glow::menuEvents | */ Glow::motionEvents | Glow::visibilityEvents |
Glow::focusEvents /* set ::glutEntryFunc */ ),
W(700), H(500),
flock(10),
lastSeconds(myclock.getSecondsSinceStart())
{
myfps = FPScounter();
GLdraw<float>::initGL(W,H);
// Add a bouncing checkerboard
MovingCB = Point3d<double>(50, 2, 50);
Glow::RegisterIdle(this);
bDebug = false;
m_bLookAtCentroid = true;
m_bLookAtGoal = false;
}
Thanks