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1  Game Development / Performance Tuning / Re: Limited Palettes on: 2013-04-27 18:49:36
don't waste your time to store images in a different format than rgba 32 bit. It just makes things more complicated. The performance improvement can be done in most games with the correct usage of modern opengl (no glBegin, glMatrixMode, etc). There was something called color index mode, but it is deprecated, if you want it back you need to implement the color lookup in the fragment shader. Texture compression is something you could use.
2  Game Development / Shared Code / Re: LWJGL/JavaFX Integration on: 2013-04-27 09:07:15
Thanks for the info so far. But I think there can be done something with this overhead. Currently I have these ideas:

I could make the JavaFx pipeline optional. This means as long as my mouse is grabbed by Lwjgl I would render without framebuffer directly with Display.swapBuffers. But as soon as the mouse is released (by pressing Esc) my screen will render into a framebuffer once and the GUI will shows up. But I am not shure if this is as easy as it sounds, because this requires that the JavaFx window to turn into an LWJGL window and vice versa.

A different approach to reduce the render overhead would be to move textures only in one direction. So instead of rendering the scene into a framebuffer, the GUI could be rendered into a window sized rgba texture. Then I can merge the GUI texture with the scene rendering within my rendering loop. This could also benefit from the fact, that (as I've mentioned earlier) GUI updates are commonly less frequent than scene updates. This requires offscreen rendering with javafx and translation of LWJGL events into JavaFx events.
3  Game Development / Shared Code / Re: LWJGL/JavaFX Integration on: 2013-04-25 21:54:52
Ok, I have integrated your code into my project, and I really like it. The problem is, that my cpu usage is pretty high. I have an Itel Gpu and Linux, which gives me software javafx. But I have the impression, that my render Screen in rendered on the GPU, pulled back into main memory and merged with all the other JavaFx screens, and then pushed back into the game. My question is, if I had a better GPU with better drivers will my framebuffer remain on the GPU?

here an image if you care. The Button is JavaFx  Grin
4  Game Development / Shared Code / Re: LWJGL/JavaFX Integration on: 2013-04-22 12:45:51
thanks for the info, no problem with math here, but I am still not shure how to lock the mouse to do some first person stuff with mouse, keyboard and for those, who prefer it, even gamepad. I think I am going to explore your sourcecode a little bit more.
5  Game Development / Shared Code / Re: LWJGL/JavaFX Integration on: 2013-04-21 22:03:34
Hello

I found this with google and tried it, and I have to say I really like it, because it works. But on my Intel card it is slow, but that video card sucks anyway. I think the performance could be better if you exploit the fact that GUI elements update rather seldom compared to the 3D Scene. So instead of moving the 3D Scene into an ImageView, you might render all GUI elements that have changed into an offscreen texture and draw thaw with LWJGL manualy. This might be done, if you can replace or modyfy the scene Renderer from JavaFX with one of your own.

I tried to do something similar with swing, but I miserably failed. I could copy the swing component to an OpenGL texture, that was no problem, but I was not able to do it on change events. Also all interacitivity was lost if I wanted to bring swing elements into the 3D space. I was not able to find a hook to replace the renderer or to replace the user input. If you can do this in javafx, I will like you very much Wink
6  Game Development / Performance Tuning / Re: Sprites! on: 2010-08-09 20:19:02
it first i wanted to do it the oop stype with particle.draw. It ended in the first version and with very poor performance. Now I am happy with performant direct mode.
7  Game Development / Performance Tuning / Re: Sprites! on: 2010-08-09 19:12:31
hi

I am using direct mode for particle sprite rendering. I got a huge speedup with avoiding many glBegin glEnd calls.
so changing this
1  
2  
3  
4  
5  
for all particles p:
  glBegin(GL_QUADS)
  glVertex(...)
  glEnd
endfor

to
1  
2  
3  
4  
5  
glBegin(GL_QUADS)
for all particles p:
  glVertex(...)
endfor
glEnd

made a huge difference.
Now rendering 30 000 particles is no Problem anymore.
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