Re: Negating some JNI call overhead by doing transformations in Java
Posted by
GiGurra on
Jul 22, 2011; 12:20pm
URL: https://forum.jogamp.org/Negating-some-JNI-call-overhead-by-doing-transformations-in-Java-tp3188212p3191201.html
Thanks. Might give VBOs a try. Composing matrices wont be a problem :). Shaders...err.....sometime later ^^
I'm aware that java is very fast - What surprises me are Michael´s numbers on JNI calls of >11 ns . That is really good, the sources I found online hinted that the call overhead should be in the order or microseconds, which is why I was concerned. Maybe I'll make some experiments later on this. But if it's just 10-20 ns, then it surely is *nothing* :)
Btw if there is any interest my project is an "instrument loader" for (arbitrary) flight sims.
Basically u inject an implementation specific data io module into the application and it grabs data from (in theory) any sim/game.
Looks something like this (running here 60fps on both the game and the jogl screen to the left). Cpu usage is low and good :).
http://www.gigurra.se/gear/test11.png