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Re: jogl versus gl4java. addition




in gl4java there is a possibility to set desirable fps so I set the parameter to 100 and got ~30 so it's 15 time better than jogl is there similar functionality (setting fps) in jogl?

something definitely I'm doing wrong :-(
in jogl setup I'm doing the following:

public class GLDrawer extends Panel implements GLEventListener
....
public GLDrawer(){
GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
canvas.addGLEventListener(this);
setLayout(new BorderLayout());
add(canvas,BorderLayout.CENTER);
animator = new Animator(canvas);
glut = new GLUT();


		canvas.addKeyListener(new KeyAdapter(){
		................
		});
		canvas.addMouseListener(new MouseAdapter(){
		................
		});
		canvas.addMouseMotionListener(new MouseMotionAdapter(){
        		......
		});
        		animator.start();
	}
....
}



or maybe I have to play with GLCapabilities?

I'm using jogl's Animator class to animate


thanks



On Mar 20, 2005, at 1:01 AM, Dmitry Markman wrote:

Hi,
finally I started seriously to think about moving to jogl

so I started from porting some simple example from gl4java to jogl:

1000 "atoms" set in the cube 10x10x10
are doing small random motion around fixed point

and surprisingly my gl4java running the same code (except initialization part)
5 times faster (400x400 pixel frame gl4java ~10 fps jogl ~2fps)


I'm not using swing

what I'm missing?

thanks



Dmitry Markman


Dmitry Markman

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