Author Topic: USEASBMP unuseably slow  (Read 3170 times)

Offline PeeJay

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USEASBMP unuseably slow
« on: 2008-Jan-25 »
I manage to get around 2 frames per second here if I include USEASBMP in my code. I know my video card is hardly earth shattering (a NVidia FX5500) but that can't be right, surely?
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Offline Kitty Hello

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USEASBMP unuseably slow
« Reply #1 on: 2008-Jan-25 »
Should not be. What screen resolution? Fullscreen or windowed? Can you post an example?

Offline PeeJay

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USEASBMP unuseably slow
« Reply #2 on: 2008-Jan-25 »
Sure. In this code:

Code: (glbasic) [Select]
// --------------------------------- //
// USEASBMP bug
// --------------------------------- //

SETSCREEN 640,480,1

WHILE KEY(01)=FALSE

FOR loop=1 TO 100
SETPIXEL RND(640),RND(480),RGB(200,0,0)
NEXT

time1=GETTIMERALL()
USEASBMP
time=GETTIMERALL()-time1

PRINT "TIME TAKEN : "+time,0,460

SHOWSCREEN

WEND
I'm averaging around 1700ms for the USEASBMP command to work. Windowed makes no difference. Changing to 320x240 speeds it up to around 1680ms
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Offline D2O

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USEASBMP unuseably slow
« Reply #3 on: 2008-Jan-25 »
15 ms in fullscreen
and
11 ms in windowed

If your GL Driver OK ?
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Offline Kitty Hello

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USEASBMP unuseably slow
« Reply #4 on: 2008-Jan-25 »
Fixed in next update. Surface grabbes was max texture size (which is 8000x8000 or so....)

Offline PeeJay

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USEASBMP unuseably slow
« Reply #5 on: 2008-Jan-25 »
Thanks Gernot - works a treat - down to 5ms now :)

D²O - your video card is obviously a tad better than mine! :D
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