#jogamp @ irc.freenode.net - 20130505 05:06:17 (UTC)


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20130505 22:12:17 <void256> updating nifty to latest maven jogl was easy and works pretty well
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20130505 22:13:51 <void256_> and I've ported the batched renderer too .. rendering in jogl with it is now twice as fast ^^
20130505 22:14:38 <hharrison> Not familiar with nifty...twice as fast as what?
20130505 22:14:53 <void256_> twice as fast as the regular old renderer
20130505 22:16:05 <void256_> I'm not familiar with JOGL ;) so I wonder, can you use a different Animator besides the FPSAnimator? or configure it to not use a fixed FPS-value?
20130505 22:16:58 <void256_> I've measured the absolute rendering time with System.nanoTime() now (which is better than FPS for comparison) but I'd like to have a FPS before and FPS after that optimisation too
20130505 22:17:11 <void256_> any idea how to not limit the FPS when rendering with JOGL?
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20130505 22:18:07 <hharrison> Not sure, I don't use the jogl animator stuff, wrote our own on-demand rendering loop
20130505 22:18:25 <hharrison> ...intentionally limited to 60fps
20130505 22:20:08 <void256> hmm, there is an Animator without the FPS in its name - I'll try this one now
20130505 22:22:36 <void256> ot, that worked but still it is limited at 60 FPS ^^
20130505 22:22:41 <void256> *ok
20130505 22:22:50 <hharrison> http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/util/Animator.html
20130505 22:23:01 <hharrison> see: setRunAsFastAsPossible
20130505 22:24:20 <void256> thanks! doesnt seem to change my 60 FPS tho :/
20130505 22:26:05 <hharrison> vsync?
20130505 22:28:45 <void256> well, I'm on a mac and it runs in a window so I'm not sure about vsync being enabled by default somewhere ... BUT with that other java gl library ;-) (lwjgl) I seem to get something like 800 FPS or so
20130505 22:29:02 <void256> not that the FPS is any important - I'm aware of this! :)
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