Author Topic: AWTGLCanvas Speed  (Read 2267 times)

Offline cyberkilla

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AWTGLCanvas Speed
« on: January 31, 2007, 03:08:39 pm »
Hello, I am experimenting with billboarding, to see if there are any performance
benefits from using pure 3d, instead of rendering in 2d.
I am using the jpct implementation of awtglcanvas.

I have heard that the canvas is a lot slower than a native window.
Is this so? I can imagine some extra processing to render into awt,
but has anybody got any idea how much?

It is more than possible for me to use a native gl window, if needed, but im discouraged from this approach, because I would need to blit my menus into the
framebuffer.

I also use scrollpanes, and skinned buttons via SkinLF.jar.

This is merely a test. A test to evaluate the performance boost, if any, when using  pure 3d, and not using trickery to put 3d onto 2d.

Thanks in advance, for any help:)
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Offline EgonOlsen

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AWTGLCanvas Speed
« Reply #1 on: January 31, 2007, 05:59:58 pm »
The canvas itself is a little bit slower than a native window (depends on the graphics cards too...some suffer more than others). Plus jPCT does a lot of work in the background to decouple the rendering thread (i.e. the awt event thread) from the actual application thread. The performance penalty is hard to predict and depends on the scene and the hardware. It may even be faster , because it gives you "multithreading for free" (one thread does the painting, one the geometry processing).

Offline cyberkilla

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AWTGLCanvas Speed
« Reply #2 on: January 31, 2007, 08:23:38 pm »
Thanks Egon, its certainly worth considering:).
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG