From: <ar...@di...> - 2000-07-21 10:12:08
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plz UNsubscribe me from this mailing list ----------------------------------------- Arnar Thor Jensson - ar...@di... Dimon Software - www.dimon.is ----------------------------------------- |--------+---------------------------------------------> | | gl4...@li...urc| | | eforge.net | | | | | | 07/20/2000 19:08 | | | Please respond to gl4java-usergroup| | | | |--------+---------------------------------------------> >----------------------------------------------------------------------------------------------------------------| | | | To: gl4...@li... | | cc: | | Subject: gl4java-usergroup digest, Vol 1 #105 - 4 msgs | >----------------------------------------------------------------------------------------------------------------| Send gl4java-usergroup mailing list submissions to gl4...@li... To subscribe or unsubscribe via the web, visit http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup or, via email, send a message with subject or body 'help' to gl4...@li... You can reach the person managing the list at gl4...@li... When replying, please edit your Subject line so it is more specific than "Re: Contents of gl4java-usergroup digest..." Today's Topics: 1. Re: gl functions taking a reference to data, not used till later (Sven Goethel) 2. Profiling (Ben Hesketh) 3. About speed ! (Artiste on the Web) --__--__-- Message: 1 Date: Thu, 20 Jul 2000 03:12:07 +0200 From: Sven Goethel <sgo...@ja...> Organization: Jausoft - Sven Goethel Software Development To: Stuart Fischer <st...@de...> CC: gl4...@li... Subject: Re: [gl4java-usergroup] gl functions taking a reference to data, not used till later Thanx ya all - for your reply ! I just started to analyze the different JVM's (IBM118, IBM13, SUN12, SUN13, ...) - under linux, with the upcoming GL4Java 4.0.1 (just a stabilisation, little new stuff) ! It looks, that the most JVM's uses the pinning method, no COPY ! But the beta version of SUN's JVM 1.3 uses the COPY method for JNI/JAVA arrays a lot :-( ! May be we can add some special client-side state handling later ... Yours, Sven BTW: I do now check the other bug announcments, be patience - please. Stuart Fischer wrote: > > > Are there any other GL functions, > > behave like gl*Pointer (Vertex, Color, ... ?) ! > > Meaning - take a reference of data, and use the data later ? > > (Later means, use the data after return from the function !) > > I think these two match the description: > > glSelectBuffer(int size, int[] buffer); > glFeedbackBuffer(int size, int type, float[] buffer); > > Stuart > > > Where we are not allowed to release the data before > > the usage is finished ? > > > > Please send those function collection to this mailinglist, > > so I can implement the special behavior for these types ! > > > > Thanxs a lot ! > > > > Sven > > -- > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 --__--__-- Message: 2 From: "Ben Hesketh" <jb...@ho...> To: gl4...@li... Date: Thu, 20 Jul 2000 10:27:44 GMT Subject: [gl4java-usergroup] Profiling Hi, Has anybody else run the JDK1.3 profiler over there code? I did and discovered that the AWT-Event thread (which seemed to contain all my methods) was spending a whooping 85% of its time in glGetError()! Is this a nasty bug in my code or don't I properly understand how gl4java works? Cheers in advance, BEN ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com --__--__-- Message: 3 Date: Thu, 20 Jul 2000 19:31:54 +0200 From: Artiste on the Web <a1...@So...> To: gl4...@li... Subject: [gl4java-usergroup] About speed ! I'm starting a game with GL4Java, and I need a lot of speed ! I have discover that the multi-threading can slow down the rendering ! Java may wait before really doing the rendering in the rendering thread, and may coalesce rendering. Each frame in my game, i call a rendering, but java coalesce them and i have only 1 real rendering for about 30-60 frames... So what is the best method to do "immediate" (= non multi-threaded) rendering ? Should i just call the display method ? Or is it better to keep the multi-threading, but to wait until the rendering is finish ? I think adding such a method in GL4Java can be very interesting, for all who need speed ! Artiste on the Web --__--__-- _______________________________________________ gl4java-usergroup mailing list gl4...@li... http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup End of gl4java-usergroup Digest |