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AnswerRe: Reading and writing to a named pipe C, C++, C# Pin
led mike24-Sep-07 4:57
led mike24-Sep-07 4:57 
AnswerRe: Reading and writing to a named pipe C, C++, C# Pin
KarstenK26-Sep-07 4:06
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QuestionSomething to reflect upon... Pin
Sandeep Datta22-Sep-07 20:31
Sandeep Datta22-Sep-07 20:31 
AnswerRe: Something to reflect upon... Pin
George L. Jackson23-Sep-07 4:50
George L. Jackson23-Sep-07 4:50 
GeneralRe: Something to reflect upon... Pin
Sandeep Datta23-Sep-07 19:50
Sandeep Datta23-Sep-07 19:50 
GeneralRe: Something to reflect upon... Pin
George L. Jackson24-Sep-07 0:35
George L. Jackson24-Sep-07 0:35 
GeneralRe: Something to reflect upon... Pin
Sandeep Datta24-Sep-07 1:22
Sandeep Datta24-Sep-07 1:22 
QuestionC++/CLI OpenGL performance Pin
Xpnctoc22-Sep-07 4:03
Xpnctoc22-Sep-07 4:03 
I'm writing a game using C++/CLI (.NET 2.0), taking full advantage of .NET framework for the ease of writing dialog boxes, menus, etc, but keeping my core logic and OpenGL code in "native" C++. Since my main window is a .NET window, I am using a Timer control to trigger the rendering cycle. Since I want to draw as fast as possible, the timer interval is set to 1 ms.

The test scene I'm rendering contains a measely 10,000 triangles. My framerate is a poor 64fps -- running the executable directly (running in the IDE drops my frames to 5fps). I don't know a lot about graphics cards, but I do know their performance is sometimes measured in millions of triangle per sec. If you do the math, 10k triangles * 64fps = 640,000 triangles per second. NOT GOOD.

I do most of my development on a notebook that has a screen refresh rate of 60Hz. I thought that might be the problem, so I switched over to my tower, which is running an Nvidia GeForce 5900XT and a refresh rate of 75Hz. Guess what? I still get the 64fps rendering rate.

Is this the best I can expect from a .NET-encompassed application? Would switching back to an older technology like MFC or even plain old Win32 programming increase my framerate? I do have a good C++ background with pointers and all that stuff, so I'm not afraid to roll up my sleeves if that's what it takes.

Thanks in advance for your help.
AnswerRe: C++/CLI OpenGL performance Pin
Luc Pattyn22-Sep-07 5:40
sitebuilderLuc Pattyn22-Sep-07 5:40 
GeneralRe: C++/CLI OpenGL performance Pin
Xpnctoc22-Sep-07 10:34
Xpnctoc22-Sep-07 10:34 
AnswerRe: C++/CLI OpenGL performance Pin
Mark Salsbery22-Sep-07 8:32
Mark Salsbery22-Sep-07 8:32 
GeneralRe: C++/CLI OpenGL performance [modified] Pin
Xpnctoc22-Sep-07 10:29
Xpnctoc22-Sep-07 10:29 
QuestionRe: C++/CLI OpenGL performance Pin
Unbe Kant22-May-09 13:55
Unbe Kant22-May-09 13:55 
AnswerRe: C++/CLI OpenGL performance Pin
Xpnctoc22-May-09 19:07
Xpnctoc22-May-09 19:07 
GeneralRe: C++/CLI OpenGL performance Pin
Unbe Kant22-May-09 21:43
Unbe Kant22-May-09 21:43 
GeneralRe: C++/CLI OpenGL performance Pin
Xpnctoc23-May-09 3:10
Xpnctoc23-May-09 3:10 
GeneralRe: C++/CLI OpenGL performance Pin
Unbe Kant23-May-09 4:15
Unbe Kant23-May-09 4:15 
QuestionUsing C++.net interface in C# Pin
Sandeep Datta22-Sep-07 1:00
Sandeep Datta22-Sep-07 1:00 
AnswerRe: Using C++.net interface in C# Pin
Mark Salsbery22-Sep-07 8:37
Mark Salsbery22-Sep-07 8:37 
GeneralRe: Using C++.net interface in C# Pin
Sandeep Datta22-Sep-07 20:23
Sandeep Datta22-Sep-07 20:23 
Questionvector of class instances within class itself as a data member Pin
Thanks for all the fish21-Sep-07 21:18
Thanks for all the fish21-Sep-07 21:18 
AnswerRe: vector of class instances within class itself as a data member Pin
Luc Pattyn22-Sep-07 1:28
sitebuilderLuc Pattyn22-Sep-07 1:28 
QuestionCopying control events Pin
earlgraham20-Sep-07 12:33
earlgraham20-Sep-07 12:33 
AnswerRe: Copying control events Pin
George L. Jackson20-Sep-07 13:38
George L. Jackson20-Sep-07 13:38 
QuestionCalling a Click Event - dynamically Pin
earlgraham20-Sep-07 11:36
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