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Re: Texture rendering performance problems

Posted by Matteo Battaglio on Jul 23, 2010; 3:42pm
URL: https://forum.jogamp.org/Texture-rendering-performance-problems-tp966089p990073.html

Hi again!
after some days of tests on various machines and various options I can confirm that - on win xp - GLJPanel isn't hw accelerated unless you force the opengl stack with -Dsun.java2d.opengl=true, while the GLCanvas is hw accelerated.

Now there is one more question:
I see that - even if i'm using hw accelerated GLJPanel, or GLCanvas - when I render a 720x576 image to a texture, rescaled to 1280x1024 to fit the panel size, the CPU load is still very high. If I render a 360x288 image (which is 1/4 the resolution of the previous) the CPU load cuts in half.
So i guess that the data transfer between the ram and the GPU isn't done by the DMA, but involves the CPU. Am I right?
Is there a way to achieve DMA transfer? Maybe using PBOs?