May 08, 2013
ac
synchronization issues –
Hi guys,
I have encountered some performance issues in Processing that seem to be related to how the drawing thread in Processing synchronizes ...
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May 09, 2013
gouessej
Hi
Having a lot of choices, a rich ecosystem, is something fine but it means that basically all developers who implement some backends in 3D en...
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May 09, 2013
ac
Ok, here there is some self-contained code that hopefully makes the problem more clear. I'm basically rendering this raymarching effect from shade...
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May 09, 2013
gouessej
You can use the FrameHandler framework of Ardor3D as an example if you really want to call canvas.display() directly without using any animator,...
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May 09, 2013
ac
Great, thanks for the lead. I will look at the classes you mentioned and see if I can solve the rendering issues.
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May 09, 2013
gouessej
You're welcome. You should just use GLWindow.invoke(true,GLRunnable) to put your OpenGL stuff into the queue without using glFinish and it should ...
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May 12, 2013
ac
Hello gouessej,
I followed your suggestion of using (GLCanvas/GLWindow).invoke(), and in order to do so I looked at the rendering framework in ...
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May 13, 2013
Sven Gothel
Thank you Andres,
I will have a look at your test case later this week when I am back.
I hope this is not another OSX 10.8 issue, since I on...
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May 14, 2013
ac
The issue is reproducible across different machines running OSX 10.6, 10.7 and 10.8, so I just opened a bug for it:
https://jogamp.org/bugzilla...
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May 13, 2013
ac
Hello Sven, thanks for the follow up.
Just to clarify what is the issue as this thread is becoming fairly long: I'm trying to use the invoke() ...
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May 13, 2013
gouessej
Hi
The problem is that I have no extremely recent Mac to test. Maybe you have discovered a bug in NEWT this time, I'm not sure. I would feel be...