#jogamp @ irc.freenode.net - 20160409 05:06:16 (UTC)


20160409 05:06:16 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20160408050616.html
20160409 05:06:16 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20160409050616.html
20160409 06:38:54 * monsieur_max (~maxime@anon) has joined #jogamp
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20160409 10:19:03 <jogl_boggle> hey hey hey
20160409 10:20:00 <jogl_boggle> can someone point me in the right direction conceirning my opengl mainloop? It's using 10 - 15% cpu on idle
20160409 10:21:30 <monsieur_max> that's a bit vague :)
20160409 10:22:24 <jogl_boggle> my app has opengl drawn windows which are glcanvases and I loop over them and make them current
20160409 10:22:34 <jogl_boggle> each canvas is a single window
20160409 10:22:42 <jogl_boggle> so I think I have taken the wrong approach
20160409 10:23:38 <monsieur_max> ah, interesting, some people here might help you, but that's too deep in opengl and jogamp for me to help
20160409 10:24:07 <monsieur_max> i'd suggest a forum post, at least it'll be easier to give some context later to the few people here
20160409 10:24:56 <jogl_boggle> hmmm too bad
20160409 10:27:15 <jogl_boggle> probably have to use animator instead of create the render loop myself
20160409 10:27:35 <jogl_boggle> will try that first
20160409 10:30:15 <monsieur_max> jogl_boggle: i worked with mutliple canvas some time ago so it's a bit far in my memory
20160409 10:30:30 <monsieur_max> but here's how i initiliaze a "secondary canvas"
20160409 10:30:54 <monsieur_max> GLProfile profile = GLProfile.get(GLProfile.GL3);
20160409 10:30:55 <monsieur_max> GLCapabilities glCapabilities = new GLCapabilities(profile);
20160409 10:30:55 <monsieur_max> this.glCanvas = new GLCanvas(glCapabilities);
20160409 10:30:55 <monsieur_max> this.glCanvas.setSharedAutoDrawable(masterDisplayCanvas.getGlCanvas());
20160409 10:30:55 <monsieur_max> this.glCanvas.setIgnoreRepaint(true);
20160409 10:30:55 <monsieur_max> this.animator = new FPSAnimator(this.glCanvas, 60);
20160409 10:32:30 <monsieur_max> "masterDisplayCanvas" is another glvanvas initilized first
20160409 10:33:12 <monsieur_max> the init is almost the same, minus setSharedAutoDrawable call
20160409 10:33:35 <jogl_boggle> yes, that is the other approach I see on inet
20160409 10:34:44 <jogl_boggle> I current go over the list of canvases and call setcurrent, makecurrent, release, redraw in a display.asyncExec
20160409 10:35:13 <jogl_boggle> instead uf using animators
20160409 10:38:56 <jogl_boggle> giving animators a shot
20160409 10:39:10 <jogl_boggle> its probably doing a more optimized loop
20160409 10:43:38 <monsieur_max> well at least, if it does not work fast enough, you could blame jogl ;)
20160409 10:45:03 <jogl_boggle> oh nice, the swt variant of the glcanvas isnt autodrawable :)
20160409 10:47:24 <jogl_boggle> will make a small sample first
20160409 10:47:46 <jogl_boggle> to see if it saves cycles
20160409 10:57:07 <jogl_boggle> thank you for the example code
20160409 10:57:14 <jogl_boggle> have to go.. thanks
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20160409 11:42:47 <Eclesia> hi
20160409 11:43:22 <bruce-> hello
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20160409 12:18:28 <joggleBoggle> monsieur came to report back that switching to event driven behaviour fixed my cpu issue
20160409 12:18:55 <joggleBoggle> there was no need to loop in an idle state
20160409 12:26:05 <joggleBoggle> anyway, back to work
20160409 12:26:48 <Eclesia> work?
20160409 12:27:03 <Eclesia> joggleBoggle: playing with jogl isn't work ^^
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20160410 05:06:16 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20160410050616.html