Is the OpenGL Full-Screen 'workaround' technique of using a Window object
sized to fill the current screen enough to gain the full advantage of
hardware acceleration? Does it depend on what graphics card you're using?
I'm using a Matrox Millennium G200, in case that makes a difference. My
program seems to be slower at full screen than it is in a window, but I'm
using several AWT controls in combination with the rest of it so it could
be that they're partly to blame although getting rid of them doesn't seem
to help all that much. Either way, it is disappointingly slow - maybe 3-5
frames per second - to animate 22 blocky androids, a sphere, and a single
texture-mapped plane. The frame rate is *much* better - something like
twice as fast - without the texture mapped plane, even though it's only 256
x 128 pixels (blown up to fill most of the window). Is texture-mapping
always this slow in Java3D, or is my graphics card to blame or something?
Any thoughts gratefully received
- Fergus
http://fergusmurray.members.beeb.net/
fun with geometry
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