Bonjour à tous !
Ceci est mon premier post ! Soyez indulgent

Voila, j'ai un petit probleme, je m'explique :
Je fait mes début en opengl, j'ai donc programmé une tite appli.
Jusque là, pas de problème, c'est juste un cube avec une sphere à l'intérieur, que l'on peut faire tourner plus ou moins vite en appuyant sur les touche up , down.
Chez moi, ça tourne niquel, par contre, j'embarque l'appli sur un autre PC, là aussi ça tourne, mais plus lentement ! Il faut appuyer 2 heures sur la touche up pour que ça commence à bien tourner, alors que chez moi, il faut un appui de une seconde sur cette même touche pour obtenir le même résultat !
Je me suis dit, pb de proc ou de carte vidéo.
Pour tester, je prend une démo programmé en delphi, je la lance chez moi, no problème, je la lance sur l'autre pc, no problème non plus ! Je ne comprend plus rien !
Voici le code de mon appli :

----------- CUT HERE -----------

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program OpenGLApp;
 
uses
Windows,
Messages,
dglOpenGL,
Textures,
glut,
OpenGL;
 
const
WND_TITLE = 'OpenGL Template using OpenGL 1.5 by McCLaw';
FPS_TIMER = 1; // Timer to calculate FPS
FPS_INTERVAL = 1000; // Calculate FPS every 1000 ms
 
// User Constants
 
var
h_Wnd : HWND; // Global window handle
h_DC : HDC; // Global device context
h_RC : HGLRC; // OpenGL rendering context
keys : Array[0..255] of Boolean; // Holds keystrokes
FPSCount : Integer = 0; // Counter for FPS
ElapsedTime : Integer; // Elapsed time between frames
 
// User vaiables
xSpeed, ySpeed, transx, transy, transz : glFloat;
division : integer;
boucle, vitesse_CPU : real;
// Mouse Variables
MouseMove : boolean = false; // Is the mouse moving?
MoveXcoord, MoveYcoord : GLfloat; // Current X and Y position of the cursor
 
MouseButton : Integer = -1; // mouse button down
Xcoord, Ycoord : Integer; // Current X and Y position where the mouse was clicked
 
OpenGLInitialized : Boolean;
 
i,j : real;
LightPosition : Array[0..3] Of GLfloat = (20, 20,0,1);
LightAmbiant : Array[0..3] Of GLfloat = (1,1,1,1);
MateriauAmbiantW : Array[0..3] Of GLfloat = (1,1,1,1);
MateriauAmbiantB : Array[0..3] Of GLfloat = (0,0,0,1);
MateriauAmbiantR : Array[0..3] Of GLfloat = (1,0,0,1);
MateriauAmbiantG : Array[0..3] Of GLfloat = (0,1,0,1);
MateriauAmbiantU : Array[0..3] Of GLfloat = (0,0,1,1);
{$R *.RES}
 
function get_cpu_speed:dword;
var Speed : dword;
perform: int64;
begin
perform:=0;
SetpriorityClass(getcurrentprocess,REALTIME_PRIORITY_CLASS);
SetThreadPriority(getcurrentThread,THREAD_PRIORITY_TIME_CRITICAL);
asm
push eax
push edx
push ecx
push 1000
call sleep // appel de sleep(1000)
dw $310F // rdtsc (red internal cpu timer in cycle)
add eax,edx
mov speed,eax // stokez les cycles machine
push edx
xor eax,eax
push 1000
call sleep // appel de sleep(1000)
pop edx
dw $310F // relire le timer cpu rdsc
add eax,edx
sub eax,speed // garder 1000 millisecondes (1 seconde)
mov speed,eax // le stocké dans speed;
pop ecx
pop edx
pop eax
end;
result:=round((speed / 1000000) / 3)*3; // div 3 * 3 a cose de busfeq
end;
 
 
{------------------------------------------------------------------}
{ Function to convert int to string. (No sysutils = smaller EXE) }
{------------------------------------------------------------------}
function IntToStr(Num : Integer) : String; // using SysUtils increase file size by 100K
begin
Str(Num, result);
end;
 
{------------------------------------------------------------------}
{ Function to draw the actual scene }
{------------------------------------------------------------------}
procedure glDraw();
begin
 
glLoadIdentity();
glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glulookat(0,0,-10, // Position de l'oeil
0,0,0, // Point de visée
0,1,0); // direction du vecteur vertical de la camera
glColor3f (1.0, 1.0, 1.0);
glOrtho(-1,1,-1,1,0,10);
// gltranslate(2*sin(k/1024),sin(k/512),2*sin(k/256));
gltranslate(transx,transy,transz);
glRotate(i/16,1,0,0);
glRotate(j/8,0,1,0);
glLineWidth(1);
glmaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE ,@MateriauAmbiantR);
glutwirecube(2);
glLineWidth(1);
glmaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE ,@MateriauAmbiantW);
glutwiresphere(1.01,division,division);
glFlush();
i := i+xspeed;
j := j+yspeed;
 
end;
 
 
{------------------------------------------------------------------}
{ Initialise OpenGL }
{------------------------------------------------------------------}
procedure glInit();
begin
glClearDepth(1.0);
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glutinit(MS_LIB);
glShadeModel(GL_SMOOTH);
glLightfv( GL_LIGHT0, GL_POSITION, @LightPosition );
glLightfv( GL_LIGHT0, GL_AMBIENT, @LightAmbiant );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable( GL_DEPTH_TEST );
vitesse_CPU := 0.01*(200/get_cpu_speed);
end;
 
 
{------------------------------------------------------------------}
{ Handle window resize }
{------------------------------------------------------------------}
procedure glResizeWnd(Width, Height : Integer);
begin
if (Height = 0) then // prevent divide by zero exception
Height := 1;
glViewport(0, 0, Width, Height); // Set the viewport for the OpenGL window
glMatrixMode(GL_PROJECTION); // Change Matrix Mode to Projection
glLoadIdentity(); // Reset View
gluPerspective(45.0, Width/Height, 1.0, 100.0); // Do the perspective calculations. Last value = max clipping depth
glMatrixMode(GL_MODELVIEW); // Return to the modelview matrix
glLoadIdentity(); // Reset View
end;
 
{------------------------------------------------------------------}
{ Processes all the mouse move }
{------------------------------------------------------------------}
procedure ProcessMouseMove();
begin
if MouseMove then
begin
// Add Code here to execute on mouse move
MouseMove := False;
end;
end;
 
{------------------------------------------------------------------}
{ Processes all the mouse clicks }
{------------------------------------------------------------------}
procedure ProcessMouseClick;
begin
case MouseButton of
1: // Left Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
2: // Right Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
3: // Middle Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
end;
end;
 
{------------------------------------------------------------------}
{ Processes all the keystrokes }
{------------------------------------------------------------------}
procedure ProcessKeys;
begin
if (keys[VK_UP]) then xspeed := xspeed - vitesse_CPU;//0.001; // Augmente la vitesse de rotation en X
if (keys[VK_DOWN]) then xspeed := xspeed + vitesse_CPU;//0.001; // Diminue la vitesse de rotation en X
if (keys[VK_RIGHT]) then yspeed := yspeed + vitesse_CPU;//0.001; // Augmente la vitesse de rotation en y
if (keys[VK_LEFT]) then yspeed := yspeed - vitesse_CPU;//0.001; // Diminue la vitesse de rotation en Y
if (keys[VK_NUMPAD5]) then
begin
xspeed := 0;
yspeed := 0;
transx := 0;
transy := 0;
transz := 0;
end;
if (keys[VK_ADD]) then boucle := boucle + vitesse_CPU*8;//0.01; // Augmente le nbre de subdivision de la sphere
if (keys[VK_SUBTRACT]) then boucle := boucle -vitesse_CPU*8;//0.01; // diminue le nbre de subdivision de la sphere
division := round (boucle);
if (keys[VK_NUMPAD2]) then transy := transy - vitesse_CPU;//0.002;
if (keys[VK_NUMPAD8]) then transy := transy + vitesse_CPU;//0.002;
if (keys[VK_NUMPAD4]) then transx := transx + vitesse_CPU;//0.002;
if (keys[VK_NUMPAD6]) then transx := transx - vitesse_CPU;//0.002;
if (keys[VK_MULTIPLY]) then transz := transz + vitesse_CPU*16;//0.05;
if (keys[VK_DIVIDE]) then transz := transz - vitesse_CPU*16;//0.05;
 
end;
 
 
{------------------------------------------------------------------}
{ Determines the application’s response to the messages received }
{------------------------------------------------------------------}
function WndProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
begin
case (Msg) of
WM_CREATE:
begin
// Insert stuff you want executed when the program starts
end;
WM_CLOSE:
begin
PostQuitMessage(0);
Result := 0
end;
WM_KEYDOWN: // Set the pressed key (wparam) to equal true so we can check if its pressed
begin
keys[wParam] := True;
Result := 0;
end;
WM_KEYUP: // Set the released key (wparam) to equal false so we can check if its pressed
begin
keys[wParam] := False;
Result := 0;
end;
WM_MOUSEMOVE:
begin
MouseMove := True;
MoveXcoord := LOWORD(lParam);
MoveYcoord := HIWORD(lParam);
Result := 0;
end;
WM_LBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 1;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_RBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 2;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_MBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 3;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_LBUTTONUP,WM_RBUTTONUP,WM_MBUTTONUP:
begin
ReleaseCapture(); // above
MouseButton := 0;
XCoord := 0;
YCoord := 0;
Result := 0;
end;
WM_SIZE: // Resize the window with the new width and height
begin
if OpenGLInitialized then
glResizeWnd(LOWORD(lParam),HIWORD(lParam));
Result := 0;
end;
WM_TIMER : // Add code here for all timers to be used.
begin
if wParam = FPS_TIMER then
begin
FPSCount :=Round(FPSCount * 1000/FPS_INTERVAL); // calculate to get per Second incase intercal is less or greater than 1 second
SetWindowText(h_Wnd, PChar(WND_TITLE + ' [' + intToStr(FPSCount) + ' FPS]'));
FPSCount := 0;
Result := 0;
end;
end;
else
begin
 
Result := DefWindowProc(hWnd, Msg, wParam, lParam); // Default result if nothing happens
end;
end;
end;
 
 
{---------------------------------------------------------------------}
{ Properly destroys the window created at startup (no memory leaks) }
{---------------------------------------------------------------------}
procedure glKillWnd(Fullscreen : Boolean);
begin
if Fullscreen then // Change back to non fullscreen
begin
ChangeDisplaySettings(devmode(nil^), 0);
ShowCursor(True);
end;
 
// Makes current rendering context not current, and releases the device
// context that is used by the rendering context.
if (not wglMakeCurrent(h_DC, 0)) then
MessageBox(0, 'Release of DC and RC failed!', 'Error', MB_OK or MB_ICONERROR);
 
// Attempts to delete the rendering context
if (not wglDeleteContext(h_RC)) then
begin
MessageBox(0, 'Release of rendering context failed!', 'Error', MB_OK or MB_ICONERROR);
h_RC := 0;
end;
 
// Attemps to release the device context
if ((h_DC > 0) and (ReleaseDC(h_Wnd, h_DC) = 0)) then
begin
MessageBox(0, 'Release of device context failed!', 'Error', MB_OK or MB_ICONERROR);
h_DC := 0;
end;
 
// Attempts to destroy the window
if ((h_Wnd <> 0) and (not DestroyWindow(h_Wnd))) then
begin
MessageBox(0, 'Unable to destroy window!', 'Error', MB_OK or MB_ICONERROR);
h_Wnd := 0;
end;
 
// Attempts to unregister the window class
if (not UnRegisterClass('OpenGL', hInstance)) then
begin
MessageBox(0, 'Unable to unregister window class!', 'Error', MB_OK or MB_ICONERROR);
hInstance := 0;
end;
end;
 
 
{--------------------------------------------------------------------}
{ Creates the window and attaches a OpenGL rendering context to it }
{--------------------------------------------------------------------}
function glCreateWnd(Width, Height : Integer; Fullscreen : Boolean; PixelDepth : Integer) : Boolean;
var
wndClass : TWndClass; // Window class
dwStyle : DWORD; // Window styles
dwExStyle : DWORD; // Extended window styles
dmScreenSettings : DEVMODE; // Screen settings (fullscreen, etc...)
PixelFormat : GLuint; // Settings for the OpenGL rendering
h_Instance : HINST; // Current instance
pfd : TPIXELFORMATDESCRIPTOR; // Settings for the OpenGL window
begin
InitOpenGL; // New call to initialize and bind the OpenGL dll
 
h_Instance := GetModuleHandle(nil); //Grab An Instance For Our Window
ZeroMemory(@wndClass, SizeOf(wndClass)); // Clear the window class structure
 
with wndClass do // Set up the window class
begin
style := CS_HREDRAW or // Redraws entire window if length changes
CS_VREDRAW or // Redraws entire window if height changes
CS_OWNDC; // Unique device context for the window
lpfnWndProc := @WndProc; // Set the window procedure to our func WndProc
hInstance := h_Instance;
hCursor := LoadCursor(0, IDC_ARROW);
lpszClassName := 'OpenGL';
end;
 
if (RegisterClass(wndClass) = 0) then // Attemp to register the window class
begin
MessageBox(0, 'Failed to register the window class!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit
end;
 
// Change to fullscreen if so desired
if Fullscreen then
begin
ZeroMemory(@dmScreenSettings, SizeOf(dmScreenSettings));
with dmScreenSettings do begin // Set parameters for the screen setting
dmSize := SizeOf(dmScreenSettings);
dmPelsWidth := Width; // Window width
dmPelsHeight := Height; // Window height
dmBitsPerPel := PixelDepth; // Window color depth
dmFields := DM_PELSWIDTH or DM_PELSHEIGHT or DM_BITSPERPEL;
end;
 
// Try to change screen mode to fullscreen
if (ChangeDisplaySettings(dmScreenSettings, CDS_FULLSCREEN) = DISP_CHANGE_FAILED) then
begin
MessageBox(0, 'Unable to switch to fullscreen!', 'Error', MB_OK or MB_ICONERROR);
Fullscreen := False;
end;
end;
 
// If we are still in fullscreen then
if (Fullscreen) then
begin
dwStyle := WS_POPUP or // Creates a popup window
WS_CLIPCHILDREN // Doesn't draw within child windows
or WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW; // Top level window
ShowCursor(False); // Turn of the cursor (gets in the way)
end
else
begin
dwStyle := WS_OVERLAPPEDWINDOW or // Creates an overlapping window
WS_CLIPCHILDREN or // Doesn't draw within child windows
WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW or // Top level window
WS_EX_WINDOWEDGE; // Border with a raised edge
end;
 
// Attempt to create the actual window
h_Wnd := CreateWindowEx(dwExStyle, // Extended window styles
'OpenGL', // Class name
WND_TITLE, // Window title (caption)
dwStyle, // Window styles
0, 0, // Window position
Width, Height, // Size of window
0, // No parent window
0, // No menu
h_Instance, // Instance
nil); // Pass nothing to WM_CREATE
 
if h_Wnd = 0 then
begin
glKillWnd(Fullscreen); // Undo all the settings we've changed
MessageBox(0, 'Unable to create window!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
 
// Try to get a device context
h_DC := GetDC(h_Wnd);
if (h_DC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to get a device context!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
 
// Settings for the OpenGL window
with pfd do
begin
nSize := SizeOf(TPIXELFORMATDESCRIPTOR); // Size Of This Pixel Format Descriptor
nVersion := 1; // The version of this data structure
dwFlags := PFD_DRAW_TO_WINDOW // Buffer supports drawing to window
or PFD_SUPPORT_OPENGL // Buffer supports OpenGL drawing
or PFD_DOUBLEBUFFER; // Supports double buffering
iPixelType := PFD_TYPE_RGBA; // RGBA color format
cColorBits := PixelDepth; // OpenGL color depth
cRedBits := 0; // Number of red bitplanes
cRedShift := 0; // Shift count for red bitplanes
cGreenBits := 0; // Number of green bitplanes
cGreenShift := 0; // Shift count for green bitplanes
cBlueBits := 0; // Number of blue bitplanes
cBlueShift := 0; // Shift count for blue bitplanes
cAlphaBits := 0; // Not supported
cAlphaShift := 0; // Not supported
cAccumBits := 0; // No accumulation buffer
cAccumRedBits := 0; // Number of red bits in a-buffer
cAccumGreenBits := 0; // Number of green bits in a-buffer
cAccumBlueBits := 0; // Number of blue bits in a-buffer
cAccumAlphaBits := 0; // Number of alpha bits in a-buffer
cDepthBits := 16; // Specifies the depth of the depth buffer
cStencilBits := 0; // Turn off stencil buffer
cAuxBuffers := 0; // Not supported
iLayerType := PFD_MAIN_PLANE; // Ignored
bReserved := 0; // Number of overlay and underlay planes
dwLayerMask := 0; // Ignored
dwVisibleMask := 0; // Transparent color of underlay plane
dwDamageMask := 0; // Ignored
end;
 
// Attempts to find the pixel format supported by a device context that is the best match to a given pixel format specification.
PixelFormat := ChoosePixelFormat(h_DC, @pfd);
if (PixelFormat = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to find a suitable pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
 
// Sets the specified device context's pixel format to the format specified by the PixelFormat.
if (not SetPixelFormat(h_DC, PixelFormat, @pfd)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to set the pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
 
// Create a OpenGL rendering context
h_RC := wglCreateContext(h_DC);
if (h_RC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to create an OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
 
// Makes the specified OpenGL rendering context the calling thread's current rendering context
if (not wglMakeCurrent(h_DC, h_RC)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to activate OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Read And Assign Extentions
ReadExtensions;
ReadImplementationProperties;
OpenGLInitialized := True;
// Initializes the timer used to calculate the FPS
SetTimer(h_Wnd, FPS_TIMER, FPS_INTERVAL, nil);
 
// Settings to ensure that the window is the topmost window
ShowWindow(h_Wnd, SW_SHOW);
SetForegroundWindow(h_Wnd);
SetFocus(h_Wnd);
 
// Ensure the OpenGL window is resized properly
glResizeWnd(Width, Height);
glInit();
 
Result := True;
end;
 
 
{--------------------------------------------------------------------}
{ Main message loop for the application }
{--------------------------------------------------------------------}
function WinMain(hInstance : HINST; hPrevInstance : HINST;
lpCmdLine : PChar; nCmdShow : Integer) : Integer; stdcall;
var
msg : TMsg;
finished : Boolean;
DemoStart, LastTime : DWord;
begin
finished := False;
 
// Perform application initialization:
if not glCreateWnd(800, 600, TRUE, 32) then
begin
Result := 0;
Exit;
end;
 
DemoStart := GetTickCount(); // Get Time when demo started
 
// Main message loop:
while not finished do
begin
if (PeekMessage(msg, 0, 0, 0, PM_REMOVE)) then // Check if there is a message for this window
begin
if (msg.message = WM_QUIT) then // If WM_QUIT message received then we are done
finished := True
else
begin // Else translate and dispatch the message to this window
TranslateMessage(msg);
DispatchMessage(msg);
end;
end
else
begin
Inc(FPSCount); // Increment FPS Counter
 
LastTime :=ElapsedTime;
ElapsedTime :=GetTickCount() - DemoStart; // Calculate Elapsed Time
ElapsedTime :=(LastTime + ElapsedTime) DIV 2; // Average it out for smoother movement
 
glDraw(); // Draw the scene
SwapBuffers(h_DC); // Display the scene
 
if (keys[VK_ESCAPE]) then // If user pressed ESC then set finised TRUE
finished := True
else
begin
ProcessKeys; // Check for any other key Pressed
ProcessMouseMove; // Check for mouse move
ProcessMouseClick; // Check for Mouse Click
end;
end;
end;
glKillWnd(FALSE);
Result := msg.wParam;
end;
 
 
begin
WinMain( hInstance, hPrevInst, CmdLine, CmdShow );
end.
----------- CUT HERE -----------

Je vais essayer de mieux m'expliquer :
J'ai un pc chez moi ou je créer des application avec Delphi.
J'ai un pc au boulot pour usage professionel.
J'ai fait une appli avec Delphi qui utilise OpenGL. Cette application fait apparaitre un cube et sphère (à l'intérieur de ce cube).
On peut si on le désire faire tourner le cube et la sphère dans l'espace 3D en utilisant les touches de direction (up down left right)
L'appuie sur la touche up par exemple fait tourner de plus en plus vite le cube et la sphère autour de l'axe x.
Chez moi, quand je reste appuyé sur la touche up, le cube se met à tourner, et ce, de plus en plus vite, j'ai donc pris mon chronomètre, j'ai lancé l'application, et j'ai appuyé continuellement sur la touche up, le cube s'est mit à tourner selon l'axe x, de plus en plus vite, le cube à mit 9 secondes pour faire un tour.
Une fois ceci fait, j'ai pris mon appli à mon boulot, et j'ai fait les même manip, là, au bout des 9 secondes, mon cube ne bouge toujours pas, enfin, à peine, je pense que pour avoir un tour de ce cube, je devrais resté appuyer sur la touche up plus de 5 minutes, je n'arrive pas à comprendre pourquoi.
Le code que j'ai joint, et la source complète Delphi.

Si quelqu'un à une solution, je suis preneur ! Merci !!

Laurent...