1) It looked alright when I was editing it. I agree it was a bit much after I posted it. The smiley faces are a bit bright. I didn't think anyone would care that much though or I would've edited it. I'm sorry if I hurt your eyes
2) My source code goes pretty much like this:
while( running ) {
// process events and call "step" on all objects
for( int i=0; i<objects.size(); i++ ) {
objects[i]->render( m_renderwindow );
}
}
That is virtually all there is to it. In the render() function they just do window.Draw( sprite ). It's virtual, too, so that no doubt contributes, but so is the step() function. My actual source code is pretty messy (I'm going with the "lets just get this sh!t done" approach, because all the other times I've tried to "do things properly" I've spent hours coding stuff and ending up nowhere).
3) Yes, other OpenGL apps run slowly too. AssaultCube does, when it runs perfectly fine on windows (I dual boot). I get like 220 FPS on windows. Here's the output from glxinfo:
http://codepad.org/wrSbMhzm4) How come? Mine's pretty stuffed up - I can't play videos and it's just really messed up.
I am using a laptop, sorry, should've said that. Thanks heaps for that info; I'll follow that up. It ain't looking good for my card, is it? XD
I don't know what drivers I'm using. Every time I tried to install the propietary drivers, it wouldn't boot up, and I'd have to fall back to whatever the default is. I think it's the software renderer. How do I tell which drivers I'm using?
At least it's not my coding. That is something I'm happy about. I like to think that I'm a half-decent coder :wink:
And Tank, I don't know if you remember trying to teach me what a quadtree is (I'm the tennis-playing guy), but I finally managed to implement one.