You are correct re the overhead of pixels__ogl vs glaSwapBuffers. This overhead was always in the unix versions, but is new in windows. It should not take much additional mechanism to regain this effiicency. But for now I think it best to focus on the overall functionality rather than performance (as you have already suggested). I have 0 interest in a different video card, but if you're buying I do have a shopping list.

----- Original Message ----- From: "Miller, Raul D" <[EMAIL PROTECTED]>
To: "Beta forum" <[email protected]>; "Beta forum" <[email protected]>
Sent: Wednesday, April 05, 2006 10:02 AM
Subject: RE: [Jbeta] 601 j beta for windows now available.


Eric Iverson wrote:
It could be that basic systems are the same, medium systems show
a difference, and advanced systems are again the same.

Well... that probably depends on what you mean by "advanced
systems".

When the paint event handler contains a line that reads
 glpixels 0 0,wh,pixels__ogl''

and when pixels__ogl expresses
 ,|.(|.wh)$memr pad,0,(*/wh),JINT

a non-advanced system is going to wind up making several copies
of the pixels.  If we are working with a 1600x1200 window, each
copy will occupy around 8MB of memory.

For an advanced system to be equivalent to hardware supported
buffer swap, the entire execution path, from memr through glpixels,
would have to reach into the hardware support and ensure that
the process happens without involving the CPU...

(All of which can be accomplished with a single library call,
if the underlying context has been set up properly.)

But just talking about this won't do you much good if you
can't see it.

Maybe we should buy you a modern video hardware, with opengl
support?  (What would be a good address to ship to?  Do you have
any machines which support agp (or pci express)?)

--
Raul
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