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GL_FEEDBACK without software fallback

Started by DracoLacertae Jan 3, 2007 at 5:04 PM 1 replies 1k views
Original Post
DracoLacertae
DracoLacertae
I am working on a project at work where graphs (multi-channel charts at 10,000's of points each channel), are rendered at real time. Instead of doing a lot of the math myself on the CPU, I actually have GL's fixed function pipeline doing all the data scaling and clamping for me. To print out these graphs, I switch to GL_FEEDBACK mode, capture the vertices, and then reading back the array and outputing postscript. This is a really cool way to print a Hi-Res version of exactly what is on the screen! However, switching to GL_FEEDBACK causes GL to fall back to software rendering, and then the application runs much too slowly after that. The reason I use hardware rendering because the CPU is tied up doing data aquisition and other things. Is there a way to tell GL to go back to hardware mode after I'm done printing? I don't really care that Feedback mode is in software; it's just a print routine that can take as long as it wants. But after printing, the app really needs to be able to go back to real-time data rendering.
Brother Bob
Brother Bob
As OpenGL doesn't deal with the concept of hardware or software paths (that's an implementation detail, not an abstract API detail), it doesn't have any way of controling it either. You're being tossed into software mode becuase the hardware can't handle the situation, and so forcing it into hardware mode won't make any sense.

Now why you are stuck in software mode after feedback mode, I don't know. It's not obvious from your post, or any other behaviour I know of. Maybe you're doing something (enabling something for example) that isn't disabled once you go back to rendering mode, and that the hardware don't like. Or a driver bug.
DracoLacertae
DracoLacertae
Thanks for your reply.

After updating the video driver, things started working a lot more smoothly. After printing, the application goes right back rendering with hardware.

Thanks

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