[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: any NWN users here? mouse lag problem



On Sat, Mar 05, 2005 at 04:26:57AM +0100, Malte Cornils wrote:
Am Freitag, 4. März 2005 04:39 schrieb Malte Cornils:
LD_PRELOAD should do it.  I happen to have an existing library that
could be trivially modified for testing this.  Grab libglfps v0.1 from
http://www.dakotacom.net/~donut/programs/libglfps_s.html and edit
src/glfps.c, insert the glFinish() before the call to
real_glXSwapBuffers and you should be good to go.  (You could comment
out the update_fps call if you want, although leaving it in would be an
easy way to verify that the library is actually being used.)

Way cool - it works. Great!

BTW, I tested with a different app (TacOps for Linux) and the libglfps trick 
does not work. This seems to be a generic issue with LD_PRELOAD for that 
game, since the frame counter does not display at all. Also, a rage3d user 
reported that she/he was not able to force quake3 to use glfps either.

-Malte

I think it's because quake3 isn't linked to libGL, instead it loads it
dynamically at runtime.  Probably TacOps does too.

-- 
Matthew Mueller
donut at dakotacom dot net