From: Sven G. <sgo...@ja...> - 2000-08-31 03:58:24
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Virgil Wall wrote: > Ok, I think I've got it figured out. Version 2.3.1.1 was letting me get > away with all sorts of tom foolery. For starters, the paint method of > GLCanvas is being called, which is in turn calling my display. All of this > is happening before I've set up appropriate data structures ,etc. My test > application is written to basically do this kind of thing (rewritten for > simplicity): > > public void run(){ > setupdata(); > while(true){ > modifydata(); > canvas.sDisplay(); > } > } > Dear Virgil, I want to encourage you to use GLAnimCanvas, or hte way GLAnimCanvas uses the animation update methods ! I see it in many demos, that you use the threaded sDisplay call for default ! This only works within a very good native multithreading JVM, and does steals a lot of ressources ... You can see, that the GLAnimCanvas demos does have the option to refresh directly (useRepaint... method), but it is disabled for default. I think, that the repaint method should be fast enough for us ... >= 20 fps :-) Of course, the direct way gives us quiet the same fps, like the native application, but we do pay responsiveness of the JVM for it ! Please check the PERFORMANCE mail from me to the mailinglist, and the PerformanceLog's within the demos/MiscDemos directory ! Yours, Sven -- 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 |