For the record, no such lengthy caching is done. Ovals are either
rendered using a single oval shader or on some platforms (i.e. embedded)
using a combination of that shader or an "oval farm" that is populated
nearly instantly on startup (a single texture upload)...
...jim
On
This is likely due to growing the command buffer which was done linearly
at one point (probably still done that way in 2.2), but is now
exponential in 8.0. The first render time is nearly instantaneous in
8.0, but takes a long time as you found when I try it with one of my old
2.x builds...
My guess is that the first time this runs, it is rasterizing the ovals and
caching them as textures on the GPU - then subsequent runs are just using
the pre-cached textures. If this is the case, I'm not sure there is a
simple solution for speeding up the first run.
On Mon, May 12, 2014 at 8:40 A
Hi all,
I'm trying to convert some Java2D code to JavaFX and I'm stuck with an
issue regarding the performance of the JavaFX Canvas. At some point, I'll
have to draw thousands of small circles on the screen.
My problem is on the first drawing, on which my code takes a lot of time to
execute. But