Login  Register

Re: TextRenderer - very low FPS with dynamic text

Posted by asambol on Jan 18, 2013; 11:55am
URL: https://forum.jogamp.org/TextRenderer-very-low-FPS-with-dynamic-text-tp4027924p4027926.html

To be specific, we're developing an instrument cluster. I have attached a simple screenshot where you can see how many labels I got. These labels are rendered by our own renderer, which we would like to replace with something like Jogamp TextRenderer for greater flexibility and performance.

Instrument Cluster

That's why I tried creating 20 labels using Jogamp TextRenderer containing FPS + another Math.random() value and it proved to be incredibly slow.

I can't prerender all possible text values to a map because I don't know what values I will have to draw - it will be based on sensor or simulator output.


Rami Santina wrote
Hi,
The init of the text into GLRegion is kindof slow  and needs
revisiting/enhancement -> true

what you can do now is either init all your text on init and save the
GLRegion in map and using the regionRenderer render when needed (rendering
is realtime)
Thats why only in dynamic this is showing.

check attached snapshot of a sample from my app using the text, able to
render and type in realtime!
so the non realtime is weird, can you elaborate on the setup?