Which JOGL TextRenderer should I use?
Posted by GiGurra on Jul 26, 2011; 9:25am
URL: https://forum.jogamp.org/Which-JOGL-TextRenderer-should-I-use-tp3199861.html
I have some questions about the TextRenderer(s) in JOGL 2.
First of all I see there are two versions:
com.jogamp.graph.curve.opengl.TextRenderer;
and
com.jogamp.opengl.util.awt.TextRenderer; (this is the one I've been using)
After starting to use VBOs for my geometry I've just profiled my jogl application and found out that now about 70% of time spent each openGL display call is in the TextRenderer.
tr.draw3d(...)
tr.flush()
(I only make one begin3d/end3d-rendering per iteration so that is not a problem)
In order to improve this I've thought of a few ways, but first of all I downloaded the jogl source, and I see that com.jogamp.graph.curve.opengl.TextRenderer; seems to be much shorter code and marked as HW-accellerated, but it seems to take Gl2ES interfaces as input. Is it possible to somehow try this one even when using non-ES jogl profiles?
Is there a tutorial or example code somewhere on how to use this HW accellerated variant? I would like to see how it performs compared to the com.jogamp.opengl.util.awt.TextRenderer;
Thanks,
and sorry if any of my questions are dumb, I am not very good at openGL or JOGL :).