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Re: Texture performance between TextRender, GL.glCallLists, GLSL

Posted by Worker on May 27, 2011; 4:42pm
URL: https://forum.jogamp.org/Texture-performance-between-TextRender-GL-glCallLists-GLSL-tp2990101p2993622.html

You are mixing some different things.

With TextRenderer you can draw 2D-text over you 3d scene,
how an 'overlay', and set it with your 2D coordinates on your choosen
position.
With 'GL.glCallLists' you can make in a single call, sequences of opengl code
in your display method active, but before that, you must create a such list.
e.g.
int glName = gl.glGenLists(1);
gl.glNewList( glName, GL2.GL_COMPILE);
...........
gl.glEndList();

GLSL is the opengl shader language.
(See  fragment shader, if you want manipulating textures flexible)
But first, load your textures in your card :-)