I was trying to do various informal measurements, mostly by feel: hold the 'x' key and see how fast different OpenGL demos redraw. But also some ts probes and pm.
Here is the general outline: OpenGL in j504 Win works very well. j504 Java worked worse. The main factor as I thought lied in blting, but I now suspect that it was also due to transport (cost of call times number of calls) as well (although it may have been glcmd, it is still overhead). OpenGL considerations: - using 3D hardware acceleration - destruction/recreation of OpenGL context for every single frame. Besides aren't lists supposed to be reused between frames? If yes, then it would be impossible when the context is recreated -- that I believe is the worst cause of performance problems now. there are three bottlenecks in new OpenGL: - blting: is OK for Win for medium window size, for full screen it's more than 3 times lower, but is much worse in Java possibly due to Java bridge (to test use full screen with simple model) - cost of call: this has been improved and looks like works event better than in j504. To test: j504: ts'glVertex 10000 4$2' 0.00639187 263424 ts'glVertex"1] 10000 4$2' 0.014151 263808 j601: ts'glVertex4d 10000 4$2' 0.00256122 328832 ts'glVertex4d"1] 10000 4$2' 0.0165781 329408 - not using lists (this I just discovered as new potential problem) It is very bad on vertex intensive models: x2-x4 slower from j504 (to test use small window with complex mode, eg Dini -- hold 'x' and count seconds of full flip). Combined this amounts to up to x10 slower (full screen, complex model) rendering around 1-few fps. To work effectively, demo and other apps may benefit from such procedure: - model is divided into two stages: setup (defines lists) and paint (transformations, etc and calls lists) - context is shared between frames, but there is a 'reset' function to clear between models. I also found a reference: Optimizing OpenGL Data Throughput on Mac OS X http://developer.apple.com/graphicsimaging/opengl/optimizingdata.html Where I learnt that there are vertex arrays (might be platform speciffic). But it's on those models that contain huge amount of vetices that may benefit. --- Roger Hui <[EMAIL PROTECTED]> wrote: > Has anyone done any benchmarks on the performance of OpenGL > in the J6.01 m beta? (vs. OpenGL in J5.04, say). __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm
