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Re: Java3D to Jogamp Ardor3D Continuation...

Posted by gouessej on Nov 17, 2016; 9:17am
URL: https://forum.jogamp.org/Java3D-to-Jogamp-Ardor3D-Continuation-tp4036855p4037426.html

I'm not upset, sorry for the misunderstanding. Java3D and JogAmp's Ardor3D Continuation have different constraints but yes, you're right, JoglSwingCanvas is slower and has a greater memory footprint than JoglAwtCanvas. Java3D Canvas doesn't use JOGL AWT GLCanvas under the hood whereas JoglAwtCanvas does. If you want the best performance, use NEWT as much as possible.

I'm not sure that it's a problem of canvas size, rather a problem of viewport size. There is some commented code to handle that, maybe you should give it a try.

Thank you for your feedback. Maybe using JoglSwingCanvas would be less risky than adding/removing the JoglAwtCanvas. Have you ever tried JoglNewtAwtCanvas?
Julien Gouesse | Personal blog | Website