Re: high memory consumption in JOGL
Posted by
gouessej on
Jan 04, 2011; 10:36am
URL: https://forum.jogamp.org/high-memory-consumption-in-JOGL-tp2141331p2190784.html
I don't reproduce this problem with the demos, I have to investigate a bit more.
When I profile the "Text Flow" demo without my fixes on the TextRenderer, lots of StandardGlyphVector instances are created:

I have compared the memory consumption of a dummy org.eclipse.ui.part.ViewPart containing a GLCanvas using JOGL 2.0 that draws a rotating pyramid and TUER pre-beta version using JOGL 1.1.1a (that draws a lot of things, indoor, outdoor, an animated model, some weapons). The difference is huge. Whereas the memory consumption of TUER is low and quite stable (the number of StructAccessor instances is stable, it occupies about 20 KB of memory), the memory consumption of this ViewPart is huge, StructAccessor instances occupies several MB. I don't know why the high memory consumption is higher when addind an internal frame.
To conclude, JOGL 2.0 consumes more memory than JOGL 1.1.1 especially when mixing AWT components with a GLCanvas. I will provide a simple example tomorrow. It is clearly a regression.