# OpenGL Benchmark version 1.6.2 # function auto check mode Vendor : NVIDIA Corporation Renderer : GeForce3/AGP/SSE Version : 1.3.1 Extensions : GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_WIN_swap_hint WGL_EXT_swap_control # 3D testing environment (double buffer) RED Bits : 8 GREEN Bits : 8 BLUE Bits : 8 DEPTH Bits : 24 STENCIL Bits : 8 ACCUM_RED Bits : 16 ACCUM_GREEN Bits : 16 ACCUM_BLUE Bits : 16 ACCUM_ALPHA Bits : 16 # 2D testing environment (single buffer) RED Bits : 8 GREEN Bits : 8 BLUE Bits : 8 # result : 100.0 or higher is best 3D swap_buffer : 141.470175 3D lines : 142.453294 3D lines fog : 141.662532 3D lines smooth : 142.324456 3D points : 282.976423 3D points fog : 282.878983 3D wire : 282.981798 3D wire fog : 282.947699 3D polygon color smooth : 283.175228 3D polygon color : 282.938675 3D polygon color fog : 282.915455 3D vertex color : 283.460603 3D vertex color fog : 283.077350 3D stencil buffer : 283.433941 3D accumlation buffer : 15.513220 3D blur : 10.267813 3D flat shading : 283.323560 3D smooth shading : 284.030606 3D spot light : 282.946194 3D T-Map GL_CLAMP fast : 283.773352 3D T-Map GL_CLAMP real : 283.140993 3D T-Map GL_REPEAT fast : 283.208780 3D T-Map GL_REPEAT real : 283.628894 2D put GL_COPY half tone : 51.446078 2D put GL_COPY : 101.732011 2D put GL_COPY_INVERTED : skipped 2D put GL_AND_REVERSE : skipped 2D put GL_OR_REVERSE : skipped 2D put GL_AND : skipped 2D put GL_OR : skipped 2D put GL_NAND : skipped 2D put GL_NOR : skipped 2D put GL_XOR : skipped 2D put GL_EQUIV : skipped 2D put GL_AND_INVERTED : skipped 2D put GL_OR_INVERTED : skipped 2D copy GL_COPY : 6972.560000 2D copy GL_COPY_INVERTED : skipped 2D copy GL_AND_REVERSE : skipped 2D copy GL_OR_REVERSE : skipped 2D copy GL_AND : skipped 2D copy GL_OR : skipped 2D copy GL_NAND : skipped 2D copy GL_NOR : skipped 2D copy GL_XOR : skipped 2D copy GL_EQUIV : skipped 2D copy GL_AND_INVERTED : skipped 2D copy GL_OR_INVERTED : skipped 2D scaling : 1044.248201 # 3D average without swap_buffer 3D total : 239.411811 2D total : ----- 2D implemented : 2042.496573