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Re: vbo - DrawArrays - threading question

Posted by rtayek on Sep 09, 2012; 1:12am
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026054.html

At 04:26 PM 9/8/2012, you wrote:
>On 09/08/2012 07:48 PM, rtayek [via jogamp] wrote: > 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.  
> > > > 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).


>Neither JOGL nor the JVM impose fundamental performance costs on the
>few GL function calls, as Julien suggested, performance hits are
>usually due to costly operations for every frame. ~Sven

can you give me some idea of what those "costly" operations might be?

there is an ssce at
http://stackoverflow.com/questions/12324994/how-do-i-get-more-frames-per-second-from-this-jogl-program.
perhaps some one could run it and let me know if i am doing something
really stupid.

thanks

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