Bug 87

Summary: Fix speed issues with GLJPanel
Product: [JogAmp] Jogl Reporter: Sven Gothel <sgothel>
Component: coreAssignee: Sven Gothel <sgothel>
Status: VERIFIED DUPLICATE    
Severity: normal    
Priority: P3    
Version: 1   
Hardware: All   
OS: all   
Type: DEFECT SCM Refs:
Workaround: ---

Description Sven Gothel 2010-03-24 07:46:37 CET


---- Reported by daw 2004-05-14 09:51:49 ----

In order to create Swing based applications with JOGL, one needs to use
GLJPanel.  GLCanvas does not work well for any application that uses Swing menus
or anything else that might overlap with the GLCanvas.

GLJPanel is much slower than GLCanvas, and needs to be brought up to be
equivalent to GLCanvas in terms of speed.  I ask please that this might recieve
a high priority.  JOGL is used for more than just games.  Scientific
applications for example would make use of Swing (as messages on the forum will
attest).

Is it possible to improve the speed of GLJPanel?  This would help make JOGL more
attractive to non-game programmers.



---- Additional Comments From kbr 2005-01-31 00:14:31 ----

Sorry for not commenting on this bug until now. We believe that a pbuffer-based
implementation of GLJPanel will help here, although it will still not be as fast
as GLCanvas. A more complete solution would be integration with the OpenGL
pipeline for Java2D. Work on this is ongoing (slowly) within Sun.

For now I am going to close this bug as a duplicate of #44 (Add pbuffer-based
GLJPanel implementation). If, when the pbuffer implementation shows up, it does
not achieve the speed you need, please open a new bug.


*** This issue has been marked as a duplicate of 44 ***



--- Bug imported by sgothel@jausoft.com 2010-03-24 07:46 EDT  ---

This bug was previously known as _bug_ 87 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=87