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#1 2007-04-28 00:51:29

masscat
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From: UK
Registered: 2007-03-17
Posts: 73
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Desmume-gtk, Desmume-glade, Linux and Nvidia

If you are running a recent CVS version of desmume-gtk or desmume-glade on a Linux (possibly others) system with a Nvidia based graphics card you may get better performance by running the program with the --gdk-gl-force-indirect option.

The problem is when OpenGL is being used for the 3d emulation and drawing the window. This is the default setup in desmume-glade. With desmume-gtk OpenGL is not used for drawing the window unless you give the --opengl-2d argument. The problem appears to be that the 3D emulation is rendered to an indirect target (off-screen pixmap) and the windows contents is rendered to a direct target and the NVidia driver performs badly in this situation.

The --gdk-gl-force-indirect argument is handled by the gtkGLext library and not interpreted by the Desmume code.

The issue and --gdk-gl-force-indirect argument is noted in the README.LIN file.

If you can suggest a fix or find similar problems on other setups then please post in this thread.

NOTE: on my ATI based system I get poorer performance when using the --gdk-gl-force-indirect option.

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#2 2007-04-28 01:04:41

snkmad
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Registered: 2007-03-17
Posts: 141
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Re: Desmume-gtk, Desmume-glade, Linux and Nvidia

Well as posted in the other thread, since the windows port of gtk glade doesnt run with 3d code, i cant test that.
I do run on a Nvidia card, but how am i suppose to pass those options to desmume under windows?


Athlon 64 X2 3800+ / 2Gb DDR2 800Mhz
Geforce 8600GT 256MB / Windows XP PRO SP3
http://desmume.org/compatibility-list/

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#3 2007-04-28 15:45:23

masscat
Member
From: UK
Registered: 2007-03-17
Posts: 73
Website

Re: Desmume-gtk, Desmume-glade, Linux and Nvidia

There should not be an issue under Windows (if it compiled) as the windowing system is structure differently to X Window.

The problem is related to X Window's server/client structure. As far as I know, indirect targets are rendered on the server side where as direct targets are rendered on the client side and it is the mix that the NVidia driver does not like.

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