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sphere = gl.glGenLists(1);
gl.glNewList(sphere, GL.GL_COMPILE);
glut.glutSolidSphere(glu,3,nslices,nslices);
gl.glEndList();using here:
for(int i = 0; i < atoms.length; i++){ TestAtom atom = atoms[i]; gl.glPushMatrix(); gl.glTranslatef(atom.x,atom.y,atom.z); //glut.glutSolidSphere(glu,3,nslices,nslices);//very slow gl.glCallList(sphere); gl.glPopMatrix(); }
On Mar 22, 2005, at 5:50 AM, Luca Lutterotti wrote:
Dear Dmitry,
what do you mean with: using lists the performance improved dramatically?
I switched also to jogl some times ago but I use my animator and I didn't check about fps performance. So I am curious.
Can you post a simple example about these "lists"?
Thanks, Luca
On Mar 20, 2005, at 15:47, Dmitry Markman wrote:
after using lists jogl performance improved dramatically and now even better than in gl4java (a little)
what is interesting that using lists didn't change fps in gl4java
I'm doing calculations for "atom" positions from different thread
On Mar 20, 2005, at 1:17 AM, Dmitry Markman wrote:
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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| References: | |
| >jogl versus gl4java (From: Dmitry Markman <email@hidden>) | |
| >Re: jogl versus gl4java. addition (From: Dmitry Markman <email@hidden>) | |
| >Re: jogl versus gl4java. addition (From: Dmitry Markman <email@hidden>) | |
| >Re: jogl versus gl4java. addition (From: Luca Lutterotti <email@hidden>) |
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