gouessej wrote
Try to dispose the GLWindow before stopping the animator. I know that the animators are useful but I rarely use them. I'm not sure that the messages are really problematic.
After you closed my bug I returned profiling it.
I tried to comment some parts of the code and I found out something very interesting.
Right now the rendering loop doesnt do anything else than clearing color/depth, transform matrices and minor other stuff.
I get 5k fps and this is fine.
Now I comment out the code in the Mesh.update() that takes care of VBUM, making the vertex and index buffer resident on the gpu and then I get 450 fps...
Something is definitely wrong with these calls:
// *** INTERESTING ***
// get the GPU pointer for the vertex buffer and make the vertex buffer
// resident on the GPU
gl4.glBindBuffer(GL4.GL_ARRAY_BUFFER, vertexBuffer[0]);
gl4.glGetBufferParameterui64vNV(GL4.GL_ARRAY_BUFFER, GL4.GL_BUFFER_GPU_ADDRESS_NV,
vertexBufferGPUPtr, 0);
gl4.glGetBufferParameteriv(GL4.GL_ARRAY_BUFFER, GL4.GL_BUFFER_SIZE,
vertexBufferSize, 0);
gl4.glMakeBufferResidentNV(GL4.GL_ARRAY_BUFFER, GL4.GL_READ_ONLY);
gl4.glBindBuffer(GL4.GL_ARRAY_BUFFER, 0);
// *** INTERESTING ***
// get the GPU pointer for the index buffer and make the index buffer
// resident on the GPU
gl4.glBindBuffer(GL4.GL_ELEMENT_ARRAY_BUFFER, indexBuffer[0]);
gl4.glGetBufferParameterui64vNV(GL4.GL_ELEMENT_ARRAY_BUFFER,
GL4.GL_BUFFER_GPU_ADDRESS_NV, indexBufferGPUPtr, 0);
gl4.glGetBufferParameteriv(GL4.GL_ELEMENT_ARRAY_BUFFER, GL4.GL_BUFFER_SIZE,
indexBufferSize, 0);
gl4.glMakeBufferResidentNV(GL4.GL_ELEMENT_ARRAY_BUFFER, GL4.GL_READ_ONLY);
gl4.glBindBuffer(GL4.GL_ELEMENT_ARRAY_BUFFER, 0);