llynx
Member
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D.gamma
I've been experimenting with D.gamma and I'm getting about a 30% performance drop if I call it when I can get the same results by changing the gamma settings in Nvidia Control Panel without performance being affected.
(This post was last modified: 08-27-2010 01:03 AM by llynx.)
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08-27-2010 01:03 AM |
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Zervox
Member
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RE: D.gamma
Where do you call the D.gamma from? in what function to be exact
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08-27-2010 01:23 AM |
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llynx
Member
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RE: D.gamma
Initially GameInit() but then I update it in GameDraw() when I was testing different contrasts etc
Yeah I just removed the one in GameDraw and performance goes back to normal.
How would you go about changing the gamma dynamically without this happening?
(This post was last modified: 08-27-2010 03:12 AM by llynx.)
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08-27-2010 03:01 AM |
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Zervox
Member
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RE: D.gamma
Timercode function.
Example from my spawn class function.
Code:
void WorldSpawnManager()// Spawn Manager Function
{
if(WorldSpawnTimer>0) // World time to spawn check
{
WorldSpawnTimer-=Time.d(); // Countdown
if(WorldSpawnTimer<=0) // World time to spawn check and if its ready to spawn
{
//Code here
Flt adjustgamma;
AdjustValTime("xxx","xxx",0.001f);
}
}else{ //if its not above 0 etc 1++ then do
WorldSpawnTimer=1; // reset it to 10 second to allow spawn counter again
}
}
in game Update()
WorldSpawnManager()
you dont need to do a own function, but using some sort of timer would be optimal or atleast set a
Code:
if(darkplace)
{
//adjust gamma settings
}
There is at least a thousand ways of doing it.
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08-27-2010 03:27 AM |
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llynx
Member
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RE: D.gamma
Thanks, this works! And I figured out the problem >.< My condition statements were incorrect and so the game was updating the gamma every frame -.- my bad
(This post was last modified: 08-27-2010 04:06 AM by llynx.)
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08-27-2010 04:06 AM |
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