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Re: vbo - DrawArrays - threading question

Posted by rtayek on Sep 08, 2012; 11:36pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026052.html

At 12:23 PM 9/8/2012, you wrote:
>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.

ok.

>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>http://forum.jogamp.org/over-80-of-time-is-in-AWTAnimatorImpl-display-amp-GLDrawableHelper-displayImpl-td4026033.html.
>...
>
>Your problem has nothing to do with Java.

i hope not.

>  Ditching it would probably not solve it and maybe you have just
> forgotten to disable the vertical synchronization

tried that, no joy, but i did run a furmark and got only 2 fps at
1080 preset. so most of the problem may be in my on-chip graphics. i
have ordered a graphics card.

>or maybe you use OpenGL in a very unoptimized way, it would be the
>same in C/C++.

the code here
http://stackoverflow.com/questions/12324994/how-do-i-get-more-frames-per-second-from-this-jogl-program 
is a self contained example (if you have jogl 2). i hope someone can
try it and report some results. afaik, i am doing things in a normal manner.

>  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 http://tuer.sourceforge.nethttp://gouessej.wordpress.com

i may try that.

thanks

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