Original Post
Hi,
I am writing a windows application that has multiple windows rendering an OpenGL scene simultanously, were each represents a camera.
The problem that I have is that the frame-rate drops dramatically for every additional window:
Single window - 85 fps
2 Windows - 42 fps
4 Windows - 20 fps
I think most of the extra time is spent in wglSwapBuffers into each windows'' DC. Is there a common way to handle this situation ?
I don''t know about using single/multiple RC''s - can that do the trick ?
A friend of mine suggested that I would use viewports instead of windows, but I don''t like the idea since it means we render to a single window and I lose all the advantages of having independent separate views.
Any suggestions ?
Thanks,
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Amos Laber
Lead 3D Developer
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