Login  Register

Re: vbo - DrawArrays - threading question

Posted by gouessej on Sep 08, 2012; 7:23pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026045.html

rtayek wrote
are you suggesting that i can get by with just rendering the data
that has changed as opposed to the entire screen?
No. Just update your data at the beginning of the method GLEventListener.display(GLAutoDrawable) only when needed.

rtayek wrote
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/
Your problem has nothing to do with Java. Ditching it would probably not solve it and maybe you have just forgotten to disable the vertical synchronization or maybe you use OpenGL in a very unoptimized way, it would be the same in C/C++. Why not trying to use NEWT? You can put a NEWT GLWindow into a NewtCanvasAWT and use it inside your AWT-based GUI.
Julien Gouesse | Personal blog | Website