I should have sent this to the list not Kenneth directly (sorry)
>
> > I'm using the GLAnimCanvas with the GLEventListener paradigm (sorry
-
> > should have mentioned that)
> >
> > I've set the canvas to not receive repaint events, and not to limit
fps
> > (i.e. go full speed). Perhaps it might run better if I did limit
fps?
>
> Probably not. If your application is multithreaded you may find
> it necessary to either adjust thread priorities or repartition
> the work that is being done by the various threads. Also take a
> look at the JCanyon demo and see whether any stuttering visible
> in that demo is similar to the behavior in your application.
>
It's not multithreaded.
I'll check out that demo when I get home - it looks very nice BTW.
One definite difference between my code and JCanyon is that I'm not
using the NIO direct buffers, though OTOH I'm using display lists, so
that shouldn't matter beyond the initial access.
Kenneth - I notice that the JCanyon article was written by you and that
it says you work for Sun. Can you comment on how committed Sun is in
getting Java to be a serious contender in the games market? I notice
that NIO and the fullscreen rendering additions to the graphics API are
recent Java enhancements that seem to strengthen Java in that area -
does this signal a commitment from Sun to be taken seriously in the
games market? Will we see more such developments?
Thanks in advance,
Peter.
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