[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
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
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.
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
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
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...