
===========================================================================

			glclock Mark ˤĤ

	ǯ
	Masa 
	E-Mail: masa@daionet.gr.jp
	URL   : http://www.daionet.gr.jp/~masa

===========================================================================

 ܼ 

glclock Mark Ȥϡ
¬ˡ
¬
ץ
٥ޡ罸
٥ޡƤξܺ٤ˤĤ
1. Per-Vertex Lighting Mark.
2. Per-Vertex Lighted Texturing Mark.
3. Texture Filtering Mark.
4. Environment Mapping Mark.
5. Super Sampled Blending Mark.
6. Maximum Triangles Mark.
7. OpenGL Practical Rendering Mark.
ջ

----------------------------------------------------------------------------

 glclock Mark Ȥϡ 

glclock Mark ϡglclock Ѥ OpenGL ٥ޡեȤǤ
glclock-5.0 ΥץȡʥХåեˤˤʰץ٥ޡȤƤ
ޤäۤʤäƤޤ
OpenGL ®٤򤢤پܺ٤¬ꤹ뤳ȤǤޤ

OpenGL Τޤޤʵǽʥ饤ƥ󥰡ƥޥåԥ󥰡Ķޥåԥ󥰡
֥ǥ󥰡ݥꥴ󥹥롼ץå etc.ˤν®٤¬ꤷ̤ƥ
ϤӡHTML եޥåȤǥղޤ
OpenGL ®٤꡿ˤܤɤȽޤ


 ¬ˡ 

󥽥եȤʤɤʤ٤λ꡼󥻡 OFF ˤƤ顢
glclockmark* ¹Ԥޤ
ƥȤˤäƤ̤ΥѤޤΤǡǤ¾ΥեȤϽλ
Ƥ

ܳŪʥƥȤԤᡢ¬ˤϤʤ˻֤ޤ
ޡ٤ۤɡޤ OpenGLν®٤٤ۤɡ¬֤Ĺʤޤ
ޡ٤ɤOpenGL 򥢥졼ȤǤĶʤ顢褽ʬʬ
٤ǽλޤ

ޡ٤㤤䥽եȥ¹ԤδĶǤϤʤ֤ޤ
ʬְʾ夫⤢ޤ

ƥȤδ֤ˡޤˣáäۤɽߤޤʸǤޤˤȤޤ
ְܴۤ㤤ʤޤΤǡߤޤä褦˸Ƥ⣲ä餤ͻҤ򸫤



 ¬ 

̤ϡglclockmark.log ӡglclockmark.html Ȥե˽Ϥޤ
Windows ǤǤϥ֥饦ưŪ˵ưޤ

glclock Mark ΥϡPentiumII-233MHz + RivaTNT PCI-16MB 320 x 320 x 16bpp
δĶФ®ʥѡơɽˤˤʤޤ
¾FPS (Frames Per-Second ), kTPS (kilo-Triangles Per-Second) κͤ䡢
ޤޤǽξܺ٤Ϥޤ

̤ glclockmark*.log ե glclockmark ˻ꤷƼ¹Ԥȡ
ƥȤ򤤤ä¹Ԥˡ*.log ե뤫餹 HTML ޤ
ξϡ*.log եƱ̾ *.html ե˽Ϥޤ
Ĥޤꡢ*.log եСHTML եϤĤǤǤޤ
Windows ǤǤϡ*.log ե glclockmark ˥ɥåɥåפ
OK Ǥ

֤ˤϡglclockmark_ref_Win98-PII233-TNT-PCI16MB.logפȤե뤬
ޤޤƤޤϥη׻ɬפʻȥեǤΤǡ
ѹꤷʤǤ


 ץ 

glclockmark ˤϤĤεưץ󤬤ޤ
Windows ǤǤϡ硼ȥåȤǤդΥץɲäƤ

 ɥѹ

-VGA, -SVGA, -XGA
ȤäץǡǥեȤȤϰäɥ¬Ǥޤ
ξ glclockmark_VGA.log, glclockmark_VGA.html ʤɤȤäե
̾Ƿ̽Ϥޤ

ޤglclockmark_ALL ȤץȤ¹Ԥȡ٤ƤΥɥ
ΥƥȤϢ³ƹԤޤ
glclockmark_ALL μ¹Ԥˤ֤ޤΤǡʥϡɥǤ
ʬʬʾˡФʤɡФ餯Ȥʤ˼¹Ԥ
ɤǤ礦

 ¬

-loop n
ץǡǻꤵ줿¬򷫤֤¬٤夵ޤ

glclock Mark ¬ϡåפ¾θˤꡢΥƥȤΥ
ǽळȤޤ
ʣ¬̤Ŭ뤳ȤǡΤ褦ʸݤڸޤ
ǥեȤϣǡˤϣޤǤǤޤ

¿ʤۤɡǽ˶Ťޤ¬֤ϲ
Ĺʤޤ
եȥĶǤϻ֤᤮뤿ᤪǤޤ󤬡ϡɥ
졼󤬲ǽʴĶǡɤޡϡ
glclockmark -loop 4
٤¬ꤵ뤳Ȥ򤪴ᤷޤ

ʤglclockmark_ALL ץȤ˥ץͿȡ٤ƤΥ
ФƱץɲäޤ
㤨
glclockmark_ALL -loop 4
ȼ¹Ԥȡ٤ƤΥɥΥƥȤ򤽤줾죴󤺤¬ꤷޤ

 ɲå⡼

-ADD
¬ꤷեglclockmark.log, glclockmark_VGA.log etc.ˤ
ĤäƤΤߡɲå⡼ɤȤʤޤ

¬ϰμ¹Է̤ؤɲäȤߤʤޤ
Υȿ¬ꤷξǺŬ뤿ᡢ-loop ץ
Ʊǽ˶Ťޤ

٤¬ꤹϡΥץꤷƤȤ򤪴ᤷޤ
¬ꤹ˥Ŭ졢ǽ˶Ťޤ

¬¬ĶѲƤʥեåɤ
ؤˤϡ̤ˤʤޤΤǡΥץϻ
ʤǤ

 ƥȹܤλ

+1  +7  -1  -7 ȤץǡܡʸҡˤΤ
ºݤ˥ƥȤܤǤޤ

+ ǻꤷֹΥƥȤͭˤʤꡢ
- ǻꤷֹΥƥȤ̵ˤʤޤ
ꤷʤС٤ƤιܤΥƥȤԤޤ
+ ץ󤬣ĤǤꤵȡ+ դֹ٤ƤΥƥȤ
̵ˤʤޤ

㡧
glclockmark		 ٤ƤιܤƥȤޤ
glclockmark -1 -3		 1, 3 ٤ƤιܤƥȤޤ
glclockmark +1 +2		 1, 2 ܤΤߤƥȤޤ

ƥȤԤʤä̵ǤΤǡΤΥ㤯ʤޤ

 󥰥Хåե֥Хåե

-SINGLE	 󥰥Хåե󥰥⡼ɤΤߤƥȤޤ
-DOUBLE	 ֥Хåե󥰥⡼ɤΤߤƥȤޤ

ξꤵ줿̵ǤʥǥեȤƱ󥰥Хåե֥
ХåեξƥȤޤˡ


ʾ glclock Mark ΥץȤǧǤʤäϡglclock ˤΤޤ
Ϥޤ
㤨С
glclockmark -TC
ȤȡǽǤа̥ƥեޥåȤѤƥƥȤԤޤ


 ٥ޡ罸 

glclock-5.0 ȤƤޤäۤʤäƤޤΤǡ˷̤罸
ޤ
ɤΤ褦ʴĶǤ빽ǤΤǡĺѻͤˤʤޤ
ĺ̤ϡ glclock Mark Data Base Υڡ
<http://www.daionet.gr.jp/~masa/glclock/glclockmark/index.html>
ɲååפƤȻפޤ

ä罸δĶϡ
3Dlabs ϤΥϥɥե
Intens3D Wildcat ꡼
Matrox G400
ʤɤǤ

̤𤷤ƤϡǤλäƤ

 glclockmark.html Ǥϥե륵ʤ礭ʤäƤޤᡢƱ
 *.log ե᡼ < masa@daionet.gr.jp > źդƤ

 ǥեȥɥǤϤʤ-VGA, -SVGA, -XGA ץ
Ĥ̤⤪ꤤޤ
٤ƤƥȤΤˤϤʤ֤ΤǶ̤ǤϤޤġ
ơη̤ϡglclockmark_VGA.log, glclockmark_SVGA.log Ȥäե̾
Ϥޤ

 ̥⡼ɤϡǽǤ 16 ӥåȡHigh Color˥⡼ɤǤꤤޤ
24 ӥåȡ32 ӥåȥ⡼ɤη̤碌ĺС˱ۤ
ȤϤޤ
ޤ¬ꤹݤͥ٤Ǥ

 ⤷֤;͵С-loop ǡ¬ԤäĺȽޤ
㤨 -loop 4 Ȼꤷ¬ꤹȡ¬̤Ŭ뤿ᡢ
ǽ˶ᤤ뤳ȤǤޤ
ξϣʬ¬֤ɬפˤʤäƤޤޤ

 CPUCPU åOS Ȥäޥξȡӥǥåסʥå̾ˡ
ӥǥɡ̾ˡХסPCI/AGPˡܥVRAM ̡ˤ
äեåɤξ󡢤ޤ¬κݤΥǥץ쥤١
ʤɤȽϰϤǷ빽ǤΤǤΤ餻
ޤCPU 䥰եåɤ򥪡ХåƤϡ
ξʥåƥȻΥåˤ⤪Τ餻


 ٥ޡƤξܺ٤ˤĤ 

ʲϡglclock Mark ΥƥƤξܺ٤Ǥ
̣ΤϤɤߤ

glclock Mark ϡOpenGL ®٤򡢣礭ʹܤʬष¬ꤷޤ
ʬϤۤȤɺԤμ̣ʤȤĿŪΤꤿǽϡˤˤʤäƤޤ
Ūˤ⤢٤ϻͤˤʤϤǤ

 1. Per-Vertex Lighting Mark.
OpenGL API ĺñ̤Υ饤ƥ󥰡ʸǥ󥰡ǽ

 2. Per-Vertex Lighted Texturing Mark.
ƥȥ饤ƥ󥰤Ʊ˹Ԥäݤǽ

 3. Texture Filtering Mark.
ޤޤʥƥ㡦ե륿󥰤ǽ

 4. Environment Mapping Mark.
Ķޥåԥ󥰻ѻǽ

 5. Super Sampled Blending Mark.
ѥץʼ˦֥ǥ󥰡ǽ

 6. Maximum Triangles Mark.
ݥꥴ󥹥롼ץåȡʤۤܽʥݥꥴǽϡ

 7. OpenGL Practical Rendering Mark.
ޤޤʵǽѤŪǽ

ΥϤ٤ƻȴĶФѡơȤʤäƤꡢˡ
glclock Mark κǽŪ祹ϡγơιܤΥʻȴĶФ
ѡơˤʿͤȤʤޤ

glclock Mark =
	( Per-Vertex Lighting Mark +
	  Per-Vertex Lighted Texturing Mark +
	  Texture Filtering Mark +
	  Environment Mapping Mark +
	  Maximum Triangles Mark +
	  OpenGL Practical Rendering Mark ) / 7

祹ϡƥȴĶΤޤޤǽϤޤĤ̤Ȥޤ
祹 OpenGL ǽϤȽǤ뤳ȤϴǤΤǻߤޤ礦

줾ιܤΥˤꡢƥȴĶ OpenGL Τ뤳ȤǤޤ

ȤСCAD ʤɤʬǤϡ
1. Per-Vertex Lighting Mark.
6. Maximum Triangles Mark.
Υä˽פʰ̣ޤ

ʤɤǤϡ
3. Texture Filtering Mark.
ä˽פǤ

Ūˤϡ
5. Super Sampled Blending Mark.
7. OpenGL Practical Rendering Mark.
ʤɤפǤ

¾ˡǥƥͽ׻Ƥ뤵˽ä褹褦
ʼξߥ졼ʤɡˤξϡ
6. Maximum Triangles Mark.
Υä˽פǤ


ʲǤϡƹܤξܺ٤ޤ

ƹܤΥϡޤιܤ°ƤƥȤ FPS 򸵤ˡƥν
٤˽äŤߤդʿѡʽŤߤդ뤿ΤˤʿѤǤϤʤFPS ͤ
׻ޤ
ơƱˡǷ׻ȴĶ FPS ͤФ®ʥѡơˤ
ʤޤ

ơΥƥȤǤϡƱƤǥ֥Хåե󥰡󥰥Хåե󥰤
®٤¬ꤷΤ®FPS ι⤤ˤѤޤ


 1. Per-Vertex Lighting Mark. 

OpenGL API ĺñ̤Υ饤ƥ󥰡ʸǥ󥰡ǽϤǤ
׻μˤ룶ǽϡʿԸݥåȥ饤 etc.ˤ
㤤ʬष¬ꤷޤ
ˡ줾θˡĤ®٤¬ꤷޤ
׻ʣĿˤ®٤Ѳܺ٤Τ뤳ȤǤޤ

 Directional Light(s).

ʿԸǤ
٥ȥ롢٥ȥϸǡ⤷ʤäȤñʷ׻Ǥ
ˡĤˤ㤤¬ꤷޤ

 Directional Light(s) with Local Viewer.

ʿԸǤ٥ȥĺΤ˷׻ޤ
Ĥˤ㤤¬ꤷޤ

 Point Light(s).

Ǥ
ĺ˸٥ȥκƷ׻ɬפǡ˸ĺޤǤεΥ
ȿ㤷Ƹζ򸺿ꤵޤ
Ĥˤ㤤¬ꤷޤ

 Point Light(s) with Local Viewer.

˲ä٥ȥĺΤ˷׻ޤ
Ĥˤ㤤¬ꤷޤ

 Spot Light(s).

ݥåȥ饤ȤǤ
Ʊĺ˸٥ȥκƷ׻ɬפǡĺޤǤεΥ
ȿ㤷Ƹꤷޤ
äơ˶Υˤ޷˸
ޤ
Ĥˤ㤤¬ꤷޤ

 Spot Light(s) with Local Viewer.

ݥåȥ饤Ȥ˲ä٥ȥĺΤ˷׻ޤ
äȤʣʸ׻ǥǤ
Ĥˤ㤤¬ꤷޤ


 2. Per-Vertex Lighted Texturing Mark. 

ƥȥ饤ƥ󥰽Ʊ˹ԤǽϤǤ
ˡƥȥ饤ƥ󥰸奫顼Υ֥ˡˤ㤤ʣˤ
ʬषޤ
ڥ顼ɽˡΰ㤤ˤ®ٺΤ뤳ȤǤޤ
ˤ줾ιˡθ1. Per-Vertex Lighting Mark. Ʊͤ
ˤʬ¬ꤷޤ

 Single Color Blending.

ڥ顼ޤह٤ƤΥ饤ƥ󥰤η̤ȥƥΥ顼Ȥ
ñ˾軻Ĵǥ졼ȡˤޤ
OpenGL ɸη׻ˡǤڥ顼οޤǥƥαƶ
ޤᡢʥڥ顼ɽǤޤ

ˡθʬ¬ꤷޤ

 Separate Specular Color Blending.

ڥ顼ȤʳΥ饤ƥ󥰷̤̤ݻƤ
ޤƥȤΥ֥ǥ󥰤ϥڥ顼ʳΥ饤ƥ󥰷̤
軻ޤ
ơƥȤΥ֥ǥ󥰤θ˥ڥ顼Ӳûޤ
ˤꡢο˵ڥ顼ɽǤޤ

OpenGL μ¹ԴĶ OpenGL-1.2 ʹߤ⤷ϡ
GL_ARB_separate_specular_color, GL_EXT_separate_specular_color Τ줫
ݡȤƤ硢ѥ󥰤Ǽ¹ԤǤޤ

ݡȤƤʤĶξ硢ޤڥ顼ʳǥ饤ƥ󥰤̤
ƥ֥ɤ褷θ˥ڥ顼׻
û֥ǥ󥰤Ȥʳʣѥ󥰡ˤɬפ
ʤޤ
Τᡢ®٤Ⱦʬ᤯ޤ㲼ޤ

ιǡˣθʬ¬ꤷޤ


 3. Texture Filtering Mark. 

ƥޥåԥ󥰤νǽϤǤ
Υƥ㡦ե륿󥰤ʬषޤ
ե륿μˤ®٤ΰ㤤Τ뤳ȤǤޤ

 Nearest Point Sampling.

ݥȥץ󥰡
ե륿󥰤Ԥޤ
ŪΥƥɸ¸ߤƥ룱ο򤽤Τޤޥƥ㥫顼
ȤƻѤޤ

 Mip-Mapping.

ߥåץޥåԥ󥰡
ƥ̾ݤΥ⥢ʤɤΥꥢ󥰤ե륿
ͽե륿򤫤ƽ̾礭ΰۤʤʣΥߥåץޥåץƥ
ѰդƤƥޥåԥ󥰻ˡƥν̾ΨˤäȤŬ
ƥ򤷤ޤ
򤵤줿٥Υƥ㤫顢ŪΥƥɸ¸ߤƥ
οƥ㥫顼ȤƻѤޤ

 Bi-Linear Filtering.

Х˥ե륿󥰡
ŪΥƥɸζ˵ƥ뤫顢Υ˱֤
ƥ㥫顼ȤƻѤޤ

 Bi-Linear Filtering with Mip-Mapping.

ߥåץޥåפȤäХ˥ե륿󥰡
ƥν̾ΨˤäȤŬ٥ΥߥåץޥåץƥȤä
Х˥ե륿󥰤Ԥޤ

 Tri-Linear Filtering (Bi-Linear with Mip-Map Linear).

٥֤ΥХ˥ե륿󥰤η̤򤵤֡
˵٥ΥߥåץޥåץƥǤ줾Х˥ե륿󥰤
ܤη̤򣲥٥ΥߥåץޥåפεΥ˽äƤ֤ޤ
ƥ㥫顼ϣƥ뤫֤줿ˤʤޤ


 4. Environment Mapping Mark. 

ưŪ˥ƥɸ֥ƥɸư׷ϤνǤ
׻٤ι⤤Ķޥåԥ󥰤νǽϤǤ
Ķޥåԥ󥰤ˤ⤵ޤޤʼबޤоݤȤƤΤ
եޥåԥ󥰤Ǥ
˶°ʤɤμϤطʤȿͤɽ뤿˻Ȥޤͽ׻ƺ
ڥ顼δĶޥåפѤСƥñ̤Υڥ顼ɽǽ
ʤޤ
ϵŪʥե󡦥ǥ󥰡Phong ShadingˤȤˡǤꡢ
ǥ󥰡Gouraud ShadingˤǤɽʤԤڥ顼
®ˡʤޤǵŪˤǤɽǤޤ

ñʥեޥåԥ󥰤ˤȡ֥ɡʲû⡼ɡˤξ
󥰤ˤΣ®٤¬ꤷޤ

 Sphere Mapping.

ñʥեޥåԥ󥰤ˤǤ
˶°ɽѤޤ

 Double Sided Transparency Sphere Mapping without Z-Buffer.

եޥåԥ󥰤ξ̥󥰡ڥХåեʤξ
ɤɤ֥ǥ󥰡ʲûˤޤ
饹Τ褦ˡƩǥڥ顼ΤߤǺɽŬǤ


 5. Super Sampled Blending Mark. 

ʣΥ󥰷̤ʿѲƺǽ륹ѥץ󥰤Ȥ
˥֥ǥ󥰤νǽϤ¬ꤷޤ

̾盧Τ褦ʥѥץ󥰤ǤϡOpenGL Υ졼Хåե
ѻХåեˤѤ뤳Ȥǡ˹β뤳ȤǤޤ
ۤȤɤδĶǤϥ졼Хåեؤѻեȥ
Υ֥ǥ󥰤ˤʤ뤿ᡢ®٤ü㲼ޤ
ǤϡϡɥѤƥ֥ɤԤ®ʿѲˡ
Ȥޤʤ OpenGL ϡɥݡȤʤĶǤϡˤƤ
եȥˤʤޤˡ

ץ󥰿֥ǥ󥰤ˡˤꣳΥƥȤԤޤ

 4 Sampling Additive-Blended Object Motion-Blur without Z-Buffer (total 4-pass).

뤵򣴲û褹뤳Ȥǡץ󥰤ʿѤ
⡼֥顼Ԥޤ
ûϥ֥ȡʻסˤФƤΤ߹ԤʤĤޤ̽񤭴Ԥ
ʤˤʤ˹®˽Ǥޤϰʤޤ

 4 Sampling Alpha-Blended Scene Anti-Aliasing with Z-Buffer Mask (total 7-pass).

ץ󥰤Υ󡦥ƥꥢ󥰤Ǥ
ץˡ̤ΣڥХåեʿپˤΤߤ˺ޤ
θ塢ܤΥץ󥰤ǤϣΦͤȤäưη̤
֥ɤޤ

ܰʹߤǤϡ˺ڥХåեޥȤƻȤԥ
ФΤ褵뤳Ȥݾڤޤ
ܤ򣱡ȾƩ̥֥ɤ뤳ȤˤꡢǤդβ
ץ󥰷̤򡢤ʿѲ뤳ȤǤޤ
ñʲûϸ夷ޤץ󥰤βˡ
ڥХåեȹ碌ƹףѥ̥󥰤ɬפˤʤ뤿ᡢ®٤
㲼ޤ

 7 Sampling Alpha-Blended Depth of Field Blur with Z-Buffer Mask (total 13-pass).

ץ󥰤̳٥֥顼ʥԥܤˤǤ
֥ǥ󥰤ˡϾƱǤץ󥰤β
ᡢڥХåեޤפǣѥ̥󥰤Ԥޤ
ʬ®٤㲼ޤ졼Хåեˤ륽եȥ
֥ǥ󥰤ӤСڤ˹®˽Ǥޤ


 6. Maximum Triangles Mark. 

ݥꥴʾ夫ʥǥ褷ƥȴĶΥݥꥴ󥹥롼ץå
¬ꤷޤ
ºݤˤξ̡̥󥰡ΩݥꥴStrip/Fan֥ǥ󥰡
åԥ󥰡硿ݥꥴʤɤ꺮ä®٤ˤʤ뤿ᡢ˽
³ǽϤ¬ǤǤϤޤ
ĶˤäƤϥåפθ³ͤĶ뤳Ȥ⤢ޤʥåԥ󥰤®Ķʤɡˡ

ƥʤƥ㤢ǡˤ줾ۤʤեˤ
եԤޤ
եΰ㤤ϰʲ̤Ǥ

Non-Fogging.ʥեʤ		f = 1
Linear Equation Fogging.		f = (end - z) / (end - start)
1 Exponential Equation Fogging.	f = e ^ (density * z)
2 Exponential Equation Fogging.	f = e ^ ((density * z) ^ 2)

 Simple Coloring.

ĺ顼ñʥݥꥴǤ
ˣΥե⡼ɤʬषޤ

 Modulate Texture Mapping.

ƥޥåԥ󥰡ĺ顼Ȥξ軻֥ǥ󥰡ˤǽϤǤ
Υե⡼ɤʬषޤ


 7. OpenGL Practical Rendering Mark. 

饤ƥ󥰡ޥƥʥåɥƥޥåԥ󥰡Ķޥåԥ󥰡ˡ
֥ǥ󥰡եȤäޤޤʵǽȤ߹碌ŪǽϤ
¬ꤷޤ

OpenGL Υѥ뤪Ӽ¹ԴĶWindows Ǥϼ¹ԴĶΤߤǲġˤ
GL_ARB_multitexture, GL_EXT_multitexture, GL_SGIS_multitexture Τ줫
ݡȤƤ硢ѥǥޥƥԤ뤿ᡢ®˼¹
Ǥޤ
äȤ⤹٤Ƥ˥ޥƥȤäƤǤϤޤΤǡ
ޤüʺϤǤޤ

ʣˤäƣʳʬषޤ

 5 Directional Lights, Multi-Texture (Solid Texture, Specular Map), Blending, Linear Fog.

ʿԸʣġˡޥƥ㡢֥ǥ󥰡եѤ
Ԥޤ

 5 Point Lights with local Viewer, Multi-Texture (Solid Texture, Specular Map), Blending, Reflection, 1 Exponential Fog, High Detail.

ʣġˡ٥ȥ׻ޥƥ㡢֥ǥ󥰡
Υ֥ȤαǤ߽ؿեѤԤޤ
ޤݥꥴ¿ʣʥǥȤޤ

3Dfx Voodoo ꡼ Matrox G400 Ǥϡޥƥν˰Х餷ޥƥĥǽͭˤȡԤʤʤޤ
ξ֤¬ꤹȥԼ˹⤯ʤ뤿ᡢδĶǤ
ޥƥĥǽ̵ˤƤޤ
äơδĶǤǽ¿㤤ˤʤޤ

glclock Mark Υǡ餯磱㤯ʤޤ


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ջñˤޤȤޤ

  CPU ꥽̤˻ȤޤΤǡ¾Υץꥱ
ǤλƤ
ޤ꡼󥻡ФϤʤ餺ڤäƤƤ

 ¹ԤˤϤʤ˻֤ޤ
OpenGL ϡɥ¹ԤǤĶ᤯ƣʬեȥǤϡ
ʬְʾ夫뤳Ȥޤ

 ¹桢ޤˣáäۤưߤޤʸǤޤˤȤޤ
ۤȤɤξޤΤǡä餤ͻҤߤƤ

 glclock Mark ͤϡޤǤ⤳Υեȥˤ¬ͤʿͤǤ
׻λˤäƤѲ褦ͤǤ顢ͤ OpenGL ǽ
ɾʤǤ
ʤȤ⣷ܤγƥθ褦ˤƤ


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http://www.daionet.gr.jp/~masa/
masa@daionet.gr.jp
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