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Re: vbo - DrawArrays - threading question

Posted by rtayek on Sep 08, 2012; 5:48pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026044.html

At 06:56 AM 9/8/2012, you wrote:
>Hi Use glBufferSubData to modify the data store. Mapping and
>unmapping should be done on the rendering thread and when the OpenGL
>context is current.

ok.

>  I would rather use a timer only to know when the data needs to be
> refreshed but I would perform this refresh on the rendering thread
> when the OpenGL context is current.

are you suggesting that i can get by with just rendering the data
that has changed as opposed to the entire screen?

>  You could modify your code by using GLDrawable.invoke() and put
> your call to fillVertexBuffer into a GLRunnable.
>Julien Gouesse http://tuer.sourceforge.nethttp://gouessej.wordpress.com

i will look into invoke in a runnable.

but i am currently stuck on this
http://forum.jogamp.org/over-80-of-time-is-in-AWTAnimatorImpl-display-amp-GLDrawableHelper-displayImpl-td4026033.html.

if i can only get 70 fps when drawing 1000000 pixels, then i may have
to ditch java and use c++ (which i would really rather avoid doing).

do i need to try something like full screen mode and write my own
repain manager?

thanks

---
co-chair http://ocjug.org/