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JOGL2 Text drawing performance

Posted by gregirvine on Oct 14, 2011; 4:21am
URL: https://forum.jogamp.org/JOGL2-Text-drawing-performance-tp3420691.html

Hi there.

I'm looking at the migration to JOGL2 and possible migration to GL3.2+ post-immediate mode GL.  We do a lot of text rendering and use the original GL style texture-based text which uses glCallLists to pring strings (after loading each character of the texture into a display list, etc).

I see in another thread there has been some "complaints" about performance about the TextRenderer so I wanted to see if there's been any progress.
(http://forum.jogamp.org/JOGL-High-performance-text-rendering-td1319060.html)

I also saw a suggestion to use the GLSL text rendering instead.  Is this going to have any significant performance improvement over the current TextRenderer?  I would also need to check on driver compatibility with Shaders with some existing hardware.

Any info would be greatly appreciated.