Is it possible for JOGLto perform active rendering? I mean, do not use passive rendering through
JComponet.repaint/ Component.repaint -> GLJPanel.paint()/GLCanvas.paint-> GLEventListener.display
we prefer the model like this,
while(true) {
do rendering
}
I am going to implement a live image displayer at about 30 fps(frame per seconds). I am investigating whether it's possible to display continuous images inside a thread other than event dispatch thread. BTW, GLCanvas will be used in our demo.
If there is a way, does it violate the rule - always update GUI inside event dispatch thread?
What does you done?
I reach nativ and also in a browser 2000 fps with buffer updates.
You must set in your main render class the correct swap intervalls.
With old awt calls, you does not make a good figure, i think
do you use active rendering in your case?
We've used swap intervall 1 and we call swap buffer each frame to avoid tearing. BTW, we use JOGL 1.1.1a. We have to use GLCanvas to avoid tearing. It does not work if we use GLPanel.
Since we have vertical refresh sync, we have 70 fps with 70 refresh rate monitor.
Do you mean the performance of old awt calls is not very good?
Yes, 'gouessej' are right.
Jogl is not a replacement for 'Swing' :-)
Sure, you can integrate such components, but also you must
take in mind, that your performance decreases.