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Re: DirtyType mechanism...

Posted by gouessej on Jul 28, 2017; 8:11pm
URL: https://forum.jogamp.org/DirtyType-mechanism-tp4038074p4038085.html

In numerous games including mine, there is just a simple loop in which we update the world and we render it.

Either you have to redraw everything only when this is necessary by using the frame handler only in this case (you don't use the frame handler when nothing changes), or you have to use some offscreen rendering to draw the scene in a FBO and then you use the content of the FBO when nothing changes and you redraw the scene when something changes. You can drive your rendering interruptible in order to stop rendering a large mesh when the end user (re)starts moving it and you can hierarchical buffering with several layers (GPU, CPU, hard drive, network) to render huge meshes. It's not specific to JogAmp's Ardor3D Continuation but it's easier to implement with a flexible scenegraph API.
Julien Gouesse | Personal blog | Website