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