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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