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Re: Texture rendering performance problems

Posted by Demoscene Passivist on Jul 26, 2010; 3:57pm
URL: https://forum.jogamp.org/Texture-rendering-performance-problems-tp966089p996747.html

>Using these options causes artifacts on my applications.. Here's an example:

I thought u had kicked GLJPanel in favor of a GLCanvas based solution, but ur screenshot shows me ur using Swing/GLJPanel ?!

>In my code I don't use Buffered/VolatileImage, but only native ByteBuffers which are passed
>as parameter to glTexImage2D in the display() method of the GLCanvas/JPanel

Maybe the bottleneck lies in the composition of these bytebuffers ? Ever tried "Visual VM" (https://visualvm.dev.java.net/) to profile ur application ? If u don't profile u'll never really know where the bottleneck lies ...

>As far as I know (after reading this thread) PBuffer and PBOs are two completely different things.. Am I wrong?

Yep they are two different things. But as u aren't using Java2D my link doesnt matter for what u wanna do. If u go 100% OpenGL u should definitly check out this paper from NVidia: http://developer.nvidia.com/object/fast_texture_transfers.html

>The real problem is that my application is a video-surveillance
>application which needs to display up to 16 video panels, each
>of those rendering a 720x576 @ 25 fps video stream.

As much as I love OpenGL and JOGL but it seems to me that u are only doing 2D stuff ? So the question arises why are u using JOGL at all ? If I were writing a pure 2D video surveillance application I would use Java2D. It would save u a lot of trouble ... just my 2 cents :)

>suggesting that the problem lies in the textures not being transferred by the DMA but by the CPU.

I can only repeat myself: Profile ur application! Guessing where the bottleneck lies often leads u in the false direction ...