Login  Register

Re: JOGL2 Text drawing performance

Posted by gouessej on Oct 14, 2011; 9:58am
URL: https://forum.jogamp.org/JOGL2-Text-drawing-performance-tp3420691p3421200.html

Hi

You seem to wish to use the forward compatible context, don't you? Then, on such hardwares, shaders are supported.

The current TextRenderer (not the one using GLSL) works fine, several people complain about its performances but it works reasonably fast when used carefully and I reduced its memory footprint. It uses VBOs if they are supported.

You should stay away from display lists as their implementations are quite very bad on some hardwares (and good on some others) except if you target a very specific hardware and if you really know what you're doing.

You can use the new TextRenderer, the only "problem" is that it requires shader support.
Julien Gouesse | Personal blog | Website