Re: [PD] Font rendering quite CPU expensive in GEM (Jerome Tuncer)

2008-02-01 Thread Jerome Tuncer
[text3d] is much much quicker than [text2d] be it when rapidly changing displayed text or when just displaying... (: ++ Jé Jerome Tuncer a écrit : Interesting point. I didn't know it actually worked that way. This CPU exepensiveness using [text2d] made me think maybe it doesn't use

[PD] Font rendering quite CPU expensive in GEM

2008-01-24 Thread Jerome Tuncer
Hi everyone, I use text2d to render a lot of dynamic text in a [gemwin] and I notice a very high CPU consumption while doing so. Can I expect higher performances with [text3d] ? I barely now nothing in pure OpenGL coding but if I could get as many text objects displayed as simple Geos, I'd be

Re: [PD] Font rendering quite CPU expensive in GEM

2008-01-24 Thread chris clepper
On Jan 24, 2008 8:25 AM, Jerome Tuncer [EMAIL PROTECTED] wrote: Hi everyone, I use text2d to render a lot of dynamic text in a [gemwin] and I notice a very high CPU consumption while doing so. Can I expect higher performances with [text3d] ? Yes.

Re: [PD] Font rendering quite CPU expensive in GEM

2008-01-24 Thread cyrille henry
hello, rendering text is quite expensive. but dynamicaly changing the text is even more expensive. if you've got a high number of letter ( 5 000), i think using texture is the best solution. cyrille Jerome Tuncer a écrit : Hi everyone, I use text2d to render a lot of dynamic text in a

Re: [PD] Font rendering quite CPU expensive in GEM (Jerome Tuncer)

2008-01-24 Thread Timon Botez
Font rendering quite CPU expensive in GEM (Jerome Tuncer) Its also down to what typeface you are using. The more complex the curve, the higher the polygon count. Straight edge/polygon faces such as Gridnik (http://www.foundrytypes.co.uk/foundry_gridnik/ gridnik.html) or Citizen

Re: [PD] Font rendering quite CPU expensive in GEM (Jerome Tuncer)

2008-01-24 Thread Jerome Tuncer
Interesting point. I didn't know it actually worked that way. This CPU exepensiveness using [text2d] made me think maybe it doesn't use OpenGL and only [text3d] does so. But it finally appears [text2d] uses OpenGL as well. I'll try implementing my patches with [text3d] and see how it goes...