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Re: Hardware accelelartion using JOGL

Posted by Michael F on Nov 11, 2015; 9:42am
URL: https://forum.jogamp.org/Hardware-accelelartion-using-JOGL-tp4035755p4035761.html

Hi Julien,

We found out that not rendering images in our app resulted in a 50 percentage point reduction in CPU usage. This is the code we commented out :

    public void draw(GL2 gl)
    {
/*
        gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
        gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
        gl.glEnable(GL2.GL_TEXTURE_2D);
        gl.glBindTexture(GL2.GL_TEXTURE_2D, textureId);
        gl.glEnable(GL2.GL_BLEND);

        gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
       
        gl.glColor3f(1, 1, 1);
        vertexBuffer.position(0);
        gl.glVertexPointer(2, GL2.GL_FLOAT, 16, vertexBuffer);
        vertexBuffer.position(2);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 16, vertexBuffer);
        gl.glDrawArrays(GL2.GL_QUADS, 0, 4);

        gl.glDisable(GL2.GL_BLEND);
        gl.glBindTexture(GL2.GL_TEXTURE_2D, 0);
        gl.glDisable(GL2.GL_TEXTURE_2D);
        gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
*/
    }

Is there anything you can see in here that we could do better ? And yes, we are using JVisualVM.

Thanks,

Michael