Author Topic: Low performance when using uncompiled objects  (Read 600 times)

Offline Jakes

  • byte
  • *
  • Posts: 30
    • View Profile
Re: Low performance when using uncompiled objects
« Reply #30 on: November 15, 2019, 04:20:05 pm »
These textures vary from 512x512 to 4096x4096, the ones giving the major hiccups are the 2048x2048 and 4096x4096. when I removed them, everything worked fine, without hiccups at all (some so small you wodnt notice them 512 textures were harmless), using both the old and new jars.

So I removed the preWarm() I was using, and chaged it to the first cycle iteration of the simulation progress, and still had the same results as if there were no effect at all.
The example was a sphere with a 4096x4096 texture on it and 2 more of the same size with alpha channels. (only right before looking at the object you will have a small freeze-frame for 0.3/4 secs and it would continue normally afterwards)

I am building a single case scenario now with the same example, to test on my other machine, I will send you today the results and the project if you want them.

Offline Jakes

  • byte
  • *
  • Posts: 30
    • View Profile
Re: Low performance when using uncompiled objects
« Reply #31 on: November 16, 2019, 04:25:30 am »
Found it!

It seems that the AWTJPCTCanvas is not assuming the preWarm action.

Here is my test example in attachment: Link

I've tested with 2 spheres with 2 4096x textures each, every time each one comes to play, there's a short freeze of the simulation.

I checked that this behavior doesn't apply when using the LWJGL Display combined with the preWarm, but when I'm using the Canvas generated by the "FrameBuffer.enableGLCanvasRenderer()" the preWarm seems to be ignored as you can check on this image below:

« Last Edit: November 16, 2019, 09:43:32 pm by Jakes »