Synchronising problems or DMA problems from framebuffer copiing a big map?
Or must i set my jogl FPSAnimator in another way?
Normaly,in a standalone application for copiing only a sprite its not a problem,
the next try then does the job, but using this (e.g. make a screenshot)
in another running environment, can be a problem.
The FPS should be constant.
The normal animator runs so fast as possible?
Different graphicscard displays also with a different speed.
For testing and some time calculations its not so good
Otherwise i must self calculate the FPS rate.
I stop the Animator class in the display method from the GLEventListener class,
because grapping the texture from the graphiccards memory,
i can do in the init method from that class.
It can be, that display method is called before
the init method has read the complete texture in the framebuffer?
When working with high FPS having a good high resolution timer is essential for smooth animations:
// use JogAmp high resolution timer for smooth animations!
example: on my linux system i can list what refresh rates my monitor support using xrandr or the JogAmp MonitorMode API. If i Switch to 1280x1024 then my monitor is actually able to run at 75.02 real FPS and by using the Animator class i can render one frame each monitor update! If i use 1920x108 i can only get 60 real FPS.
If I buy a better monitor then I can use 240Hz modes that will give me more real FPS.
update: there are some extreme monitors able to do 480Hz and 960Hz... crazy times :)
With PBO's i could make asnychrones reading and so
the problem vanishes. It seems, that the Animator class
gets problems with synchronous data transfer, if the blocking
time from readPixel is to large, he cant't do his job correct i think.