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Re: over 80% of time is in AWTAnimatorImpl.display() & GLDrawableHelper.displayImpl()

Posted by rtayek on Sep 11, 2012; 6:54am
URL: https://forum.jogamp.org/over-80-of-time-is-in-AWTAnimatorImpl-display-GLDrawableHelper-displayImpl-tp4026033p4026079.html

At 11:17 PM 9/10/2012, you wrote:
>Do you mean that even a pure Swing application without any JOGL code is slow?
>Julien Gouesse http://tuer.sourceforge.nethttp://gouessej.wordpress.com

slow is part of the problem. i have a new piece of data that comes in
every 5 ms. and i would like to repaint just that new data, but the
region is a radial wedge about 1 degree wide. repainting the whole
region is slow
(http://stackoverflow.com/questions/11832943/how-do-i-speed-up-this-swing-animation).
using some clipping rectangle does not seem to help much. using the
actual shape to clip does not seem to work (at least for me,
http://stackoverflow.com/questions/12139461/how-to-use-clip-to-reduce-paint-time 
)

one issue is that i can't seem to get a sub millisecond timer to work
in windoze without using a spinlock on system.nanos(), which burns up
a cpu :( - but the real system will have 4 cores and 8 threads so
that may not be a problem.

i may experiment with full screen mode while i wait for my graphics
card to arrive.

but my intuition tells me i am missing something obvious. i only have
one 1024x1024 buffered image to display and a sweeping radial line.
all of the data in the buffered image changes every 2 seconds. so
this feels like it could be done in a pure swing app.

if my associate gets the contract, he wants to use c++ and opengl. my
position is that it probably can be done in pure java, but may need
to use opengl through jogl.

thanks

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