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m : mac-opengl@lists.apple.com 17 January 2006 • 5:57PM -0500

Multiple NSOpenGLPixelFormats - performance issue
by nick briggs

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I have between 1- 5 NSOpenGLViews layed out in an NSWindow using:  
[ [window contentView]addSubview:glview].

Each NSOpenGLViews is created with a NSOpenGLPixelFormat matching  an  
external display via CGDisplayIDToGLDisplayMask().

This way I can simultaneously display each of my 1-5 scenes in the  
NSWindow and on an external display using a separate fullscreen  
NSOpenGLContext per scene / display.

This works perfectly when only 1 external display is attached, but  
becomes *extremely* slow when additional displays are used,  
regardless of wether I actually create the contexts for the external  
displays - simply creating the windowed contexts with pixel formats  
matching the external displays is enough to cause the problem.

If I change my code so that each context is mapped to the Main  
display then the windowed contexts perform just fine. Likewise if I  
disable my windowed contexts then the external contexts perform  
perfectly also.

So , the problem appears to be NSOpenGL's handelling of multiple  
pixel formats? Actually the problem seems similar to the performance  
hit seen when a window associated with an NSOpenGLContext  is dragged  
across two displays. Incidentally calling currentVirtualScreen  
reports '0' for each context.

Any ideas of feasability / how to fix this are most welcome.

Nick




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